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Thread: [Deck] Dragon Stompy

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    [Deck] Dragon Stompy

    Dragon Stompy



    1) Creation and development of the deck
    2) Dragon Stompy
    3) Card Choices
    4) Sideboard
    5) The future of the deck
    6) Sample Lists
    7) Annex



    1) Creation and development of the deck

    Dragon Stompy is a Chalice-Aggro deck. The first Chalice Aggro decks were developed by Jarno Porkka [Eldariel]. He has developed and worked on Faerie Stompy most of the time. Chalice-Aggro decks are characterized by a mana-curve which usually begins at 3, so you can play Chalice of the Void at 1 and 2 to hinder your opponents gameplay, while you don't suffer from it. In order to play something with your "higher" mana-curve [3] in the first few turns, this type of decks play 4 Chrome Mox and 4 Ancient Tomb & 4 City of Traitors.

    Dragon Stompy, however, was created and developed by Leif Whittaker [Tacosnape], and Billy Zane [Phantom]. The idea for the red Chalice-Aggro deck has existed since the print of Rakdos Pit Dragon. The deck was mostly built up around him.
    First lists looked something like this:


    4 Bloodrock Cyclops
    4 Juggernaut
    4 Rakdos Pit Dragon
    3 Flametongue Kavu
    3 Razormane Masticore
    2 Squee, Goblin Nabob
    4 Pyroclasm
    4 Pyrostatic Pillar
    4 Seething Song
    4 Chalice of the Void
    4 Chrome Mox
    2 Umezawa's Jitte
    4 Ancient Tomb
    4 City of Traitors
    10 Mountain


    To be honest, these old lists look like a big bunch of crap, but they were from the time where Goblins, Solidarity and Threshold were the big 3 decks, and Dragon Stompy was aimed to beat the first 2, and have a 50/50 MU against Thresh.

    With the time they came up with the idea to include Arc-Slogger in the deck. Other cards like Simian Spirit Guide, Magus of the Moon and Gathan Raiders got printed. Gathan Raiders were an auto-include, and pushed the deck in the Hellbent-direction.

    Damon Whitby [Parcher] was the first one who had played this deck with a "newer version" and Moon's effects on a larger tournament, and placed in Top 8, and thus demonstrated that it is viable.
    Here's the list:


    4 Arc-Slogger
    4 Magus of the Moon
    4 Simian Spirit Guide
    3 Gathan Raiders
    3 Sulfur Elemental
    2 Rakdos Pit Dragon
    4 Seething Song
    2 Demonfire
    4 Chrome Mox
    4 Chalice of the Void
    3 Trinisphere
    3 Sword of Fire and Ice
    2 Umezawa's Jitte
    4 Ancient Tomb
    4 City of Traitors
    10 Snow-Covered Mountain

    1 Rakdos Pit Dragon
    1 Sulfur Elemental
    4 Pyrokinesis
    3 Blood Moon
    2 Icefall
    3 Tormod's Crypt
    1 Trinisphere



    2) Dragon Stompy

    Today, Dragon Stompy is mostly characterized by it's screw & Moon-effects. It plays Blood Moon, Trinispheres and Chalice of the Void to impede the opponent and then quickly plays huge creatures to smash him. The usually at least 7 Moon effects are pretty hard for the Legacy-format [when you see how many non-basics are played, you know what I mean]. They can resolve 1st turn and just win the game. Trinisphere is directed against the mana-curve of the format, which is in most decks 1 and 2 for like 50+% of cards. Chalice of the Void is also against the curve, since the cost of many keyspells in Legacy is like I said usually 1 or 2. Dragon Stompy lives from playing as many of these anti-format oops I win cards. But this whole anti-Legacy-stuff is also one of the three weaknesses of the deck.

    All non-basic hate aka Moons just do nothing against decks with many basic lands. Chalice or Trinisphere doesn't do anything if the opponent always plays only spells which cost 3+ mana. That means Dragon Stompy is only good in a meta where many non-basics are played, or the mana-curve is quite low. It's a meta-deck.

    The second weakness is the inconsistency of the deck, as it is sometimes simply get screwed by having no reasonable ratio of screw / mana acceleration / creatures in the starting hand. Or as another example: You need to keep Hellbent, but draw an Arc-Slogger, and haven't the 5 mana to pay for it. [This happens rarely, but it does happen].

    The third problem which has been always there is that Dragon Stompy has an incredibly bad mid- and late-game because it only plays from the top. Simple said, Dragon Stompy plays like this: Resolve a card, that wins the game [usually a Moon-Effect]. If that is not enough, play additional cards that screw or stall the opponent and resolve large creatures that kill the opponent as quickly as possible. If that does not work, you must hope that your opponent misplays, can't calculate combat math, or just do crappy things on his side of the field, because otherwise we will probably lose.
    Tacosnape does an great explanation about this in the old DS-Thread:

    Quote Originally Posted by Tacosnape
    Dragon Stompy's plan of attack has only the four following steps.

    1. Drop a card that wins the game.
    2. If that doesn't work, drop cards that stall for time and also drop huge enormous guys at ridiculous speeds.
    3. If that doesn't work, hope your opponent makes a game-loss worthy play error, or spontaneously combusts from the nitroglycerin you snuck into his or her Dr. Pepper.
    4. If that doesn't work, lose.
    Hellbent actually fits pretty well into this "all-in" playstyle, even if it leads to the above-mentioned stability problems.

    Taco says I should also mention that more than any other deck in the format, this deck's skill requirement gets downplayed. It's a -very- hard deck to play. People mulligan it wrong. People lead off wrong. People swing at the wrong times. He had never ever once watched a player play a game with Dragon Stompy that lasted longer than three turns where the DS player didn't make a mistake, and he watched a lot of them. Dragon Stompy punishes you greatly for every mistake. Too many players rely on Auto-Chalice or Auto-Moon wins and don't learn the skill required to win when things don't go according to plan.


    3) Card Choices

    Since Dragon Stompy is a Chalice-Aggro deck, it just can not play any card it wants.
    It wants cards that cost 2R, or at worst 2RR, so that you can play the card with a 2-mana land + Mountain / Chrome Mox. Cards like Deus of Calamity or Demigod of Revenge which cost RRRRR are very bad, and cards like Seething Song don't justify playing them.

    The core of [Hellbent]-Dragon Stompy looks like this:


    4 Gathan Raiders
    4 Magus of the Moon
    4 Rakdos Pit Dragon
    4 Simian Spirit Guide
    4 Phyrexian Revoker
    3 Blood Moon
    4 Chalice of the Void
    4 Chrome Mox
    4 Ancient Tomb
    4 City of Traitors
    10 Mountain



    Here are the explanations of each card which could be played:

    Creatures

    Akroma, Angel of Fury
    Ladies first =), although the only one in this deck besides the rarely played Fortune Thief and Jaya ^^. Akroma is sometimes played as 1- or 2- off in lists that play 4 Seething Songs. She is just a control killer, and with 6/6 flying, trample & shivan pump a pretty strong beater. Protection from Swords, Path, Merfolk & bounce is also nice. She can be played in the earlygame without problems since she has Morph, and later instantly flip her up with a Seething Song + other mana. You can also mindgame with Gathan Raiders. Recently, however, she is rarely played, as most people try to bring stability to the deck, and cut Arc-Slogger. Without Slogger the deck usually cuts the Seething Songs. And without Songs, Akroma is unfortunately a bit too expensive to effectively remain in the deck. I should remember you that you can not put a Chalice at 0 and morph play her. -> More details on this at the Gathan Raiders.

    Arc-Slogger
    Is also one of the larger critters. Seething Song can put him in the play on first turn, and if the opponent then has no solution / removal for him, its most likely your game. He can [if he resolves very early] shoot all the little creatures, and swing each round safely. He is also good in the Goblin / Merfolk MU. He isn't the best critter in the world, but unfortunately the best red critter for this spot. He can also shoot the last points of damage to the opponents head. His ability shouldn't be underestimated, but many do, because of the "Exile the top ten cards". But in 90% of the time, you won't see the bottom 40 cards of your library. Today he isn't played as often as in the past, because people try to bring consistency to the deck. Kazuul, Tyrant of the Cliffs and Ogre Shaman are no replacement for Arc-Slogger, because they play more defensive, or you can't be sure to use their abilities. [We are the Aggro-deck]

    Covetous Dragon
    A finisher from the old german days. [germans played Covetous, while americans played RPDs] It's pretty good, that he has 6 power and can fly for just 5 mana. Unfortunately, it has the disadvantage that we have to sacrifice him, if we don't control an artifact. The old lists that played him up to 3 times, have also played Great Furnace as additional artifacts. Also, we should keep the artifact count with him quite high, that 4 Moxen, Trinispheres, Chalices and additionally 2 Jitte and artifact-lands are already set in a build with him. Unfortunately, the opponent can trade his artifact removal 2 for 1, if we "keep him alive" with only one artifact.
    Most of the time, Arc Slogger is still better than this guy.

    Flametongue Kavu
    Is now frequently played in the Slogger slots by many players because it costs a mana less, and therefore brings more consistency. His CIP trigger just kills about any legacy creature not called Tombstalker / Tarmogoyf / Knight of the Reliquary [sometimes he can kill the early Knight or Goyf], or one of the big 5 "I win" creatures [Dreadnought, Progenitus, Iona, Marit Lage, Emrakul]. Unfortunately, he is bad against combo, and even more unfortunately he has only 2 toughness which makes sure that he trades 2 to 1 most of the time instead of making aggro.

    Fortune Thief
    A bizarre Metagame-choice, but think about it. If your meta is full with Merfolk, Elves, TempoThresh, Landstill, Thopter, etc. [removal light decks] she is an Oops-I-win card. She can Morph-bluff with Raiders and possibly with Akroma, also. Only downside is, that she is a 0/1 after morphing.

    Gathan Raiders
    3 mana for a 2 /2, with the potential of becoming a 5/5. It's good to unmorph it and throw away that card that prevents us from keeping Hellbent, and thus he supports himself and Rakdos Pit Dragon. The best creature for the needs of the Hellbent and Aggro route of the deck. You should just watch out that you can not put it morphed, if you control a Chalice 0, since the converted mana cost of morph creatures is zero. For this purpose, the rules:

    Comprehensive Rules
    502.26a Morph is a static ability that functions any time you could play the card it's on, and the
    morph effect works any time the card is face down. The phrase "Morph [cost]" means
    "You may play this card as a 2 / 2 face-down creature, with no text, no name, no subtypes,
    no expansion symbol, and a mana cost of 0 by paying three rather than its mana cost. "Any
    time you could play an instant, you may show all players the morph cost for any face down
    permanent you control, pay that cost, then turn the permanent face up This action
    does not use the stack.


    Jaya Ballard, Task Mage
    She looks more than a sideboard card against folks and the like, but she is actually a pretty good card in the main, as she can filter non-needed and drawn Spheres/Moxen/etc in 3 damage. Her biggest problem are her casting costs because 1RR is sometimes hard to obtain. =( Her other 2 abilitys aren't that bad either [1/2Pyroblast against Folk or Inferno against all form of other Aggro].

    Kargan Dragonlord
    A different card choice, but he also has a meaning. The arguments against him are his mana cost of RR, and he is only "useful" when you have invested RRRRRR in him. But Kargan is designed to do what the other threats in the deck don't - shine when Blood Moon is out. Seething Song and now Koth of the Hammer help him tremendously. The fact that he gets flying midway makes him incredibly useful in a damage race, and the inevitability of his final form, is just surreal. He also creates a nice balance in how you play your hands. All the other guys fight to be played first. He doesn't. He either gets played last, or you get a hand where he's your only turn one play off Mountain/Mox. The only drawback is his manacost, so you shouldn't play it more than 2 times.

    Lodestone Golem
    The Juggernaut 2.0. 5 power for 4 mana, and an effect that slightly screws the opponent. What speaks against him is that he has only 3 Toughness [dies from a Bolt], and that the screw-effect also screws ourselves. Also, the +1 mana effect is mostly irrelevant if we control a Trinisphere. Furthermore, you can not imprint him in a Chrome Mox, which is worse than you think. I have even tested him in a Ponza-oriented version with Avalanche Riders, Goblin Ruinblaster and Stone Rain, and even there, I was not convinced by him. A few people play him, but I wouldn't do so.

    Lord of Shatterskull Pass
    The other level-up critter that comes into consideration. 4 mana for a 3/3 is puny on the first look, but at a one-time investment of 1R, we have a 6/6. He has the "bigger than Goyf" argument on his side, and at the same time a big attacker [or blocker, depending on game-state]. He has also through the investment of a further 10 mana [Yes, there are aggro stall games], an Ultimate-level-ability that should bring us the win. Like Kargan or RPD, he is good if you have a lot of mana to spare, and in this situations where you draw another land from the top.

    Magus of the Moon
    The Blood Moon in creature form. Because of its ability to win the game by resolving, he is set as a 4 off. He punishes all multicolored decks that play duals, and is one of the reasons why the deck is strong. Is not much to say about him except: Play it 4 times!!!!! I should perhaps explain that the Magus also works under a Humility.

    Explanation:
    This is due to the layers in Magic. Magic has 7 layers, which are the following:
    1. Copy Effects
    2. Control effects
    3. Text changing effects
    4. Type changing effects [Magus of the Moon]
    5. Color changing Effects
    6. Ability to add / remove effects [Humility]
    7. Power / Toughness changing effects

    As you can see, the Magus is in layer 4, and the Humility is in layer 6. Since the effect of the Magus in layer 4 is already active, it remains so when Humility removes the ability of all creatures in layer 6th. [easy, isn't it =P]

    Moltensteel Dragon
    An updated Lava Hounds =). This Dragon is not bad, as it can attack Pseudo-Hatred and instantkill the opponent. But it has his downsides also. First of all it's an Artifact which means you can't imprint in into Chrome Mox. Second, It nearly always costs you the 4 life, because we are somewhat a suicidish deck, and this can suck with Ancient Tomb. It is very dangerous to pump nearly all your life in it, and then lose the game to a single removal, but in the end, Dragon Stompy is an all-in deck, and you you won't regret playing him.

    Phyrexian Revoker
    The new Pithing Needle on legs. Somehow better because he can swing and because he hits thousands of cards that are very effective against us, or help the opponent to break out of the Moon-lock. A few cards he could name: AEther Vial, LED, Noble Hierarch, Gempalm Incinerator, Deed, Mox Diamond/Opal, Equipments, Planeswalkers... the list goes on and on. As we can see this card takes out countless annoying permanents, which could cause much problems for the deck. Testings has proven very fast that he is absolutely needed in the main for the modern legacy metagame.

    Priest of Urabrask
    Priest of Gix returned! But now his red! He seems good at first look, but he is rather crappy on the second look. A 2/1 creature without game-winning abilities [in fact no permanent ability] isn't something this deck needs. It is great to play him first turn into Trinisphere or some protection Sword, but he is a lousy topdeck, and won't win the game on it's own. -> Great in equipment heavy builds, lousy in normal DS-Builds.

    Rakdos Pit Dragon
    Its the finisher and the namesake of the deck. What should I write about a finisher?
    4 mana for 3 Toughness is as mentioned above [Shatterskull] not great, but the Dragon usually instantwins when you have Hellbent and he can attack. Otherwise, he ignores such stupid things as Moat.

    Simian Spirit Guide
    The monkey =) The main reason why we play it is the mana acceleration he provides us. We can play the 2 or 3 mana spells much easier on turn 1. It also helps us to play around Daze. Later, he is an emergency only creature that can be put on the table. In these cases he can sometimes hold a Jitte and becomes the "Monkey with a weapon" which is only funny in the german language [Affe mit Waffe].

    Sulfur Elemental
    Is just an alternative to many other cards, but sometimes it's played. The problem is that it is a 3/2, which haven't the potential to grow bigger. Still, the pros of the Elemental are:
    - combat-tricks
    - uncounterable
    - instant speed [can unexpected resolve eot and than surprisingly carry a Jitte]
    - Is good in response to a Standstill
    - kills Mother of Runes, random White Weenie, Elspeth Tokens
    Nevertheless, all except the last argument is more or less meaningless. Sulfur was only the gap because nothing better was there.

    Taurean Mauler
    Has the potential to become very large [as long as you do not forget to put counters on it]. It is often played on first turn if you do not have the possibility to play a screw-part, because the opponent now thinks 2 times if he plays the likes of Brainstorm/Ponder or not. Has [if resolved early] the possibility to become larger than the Goyf. A further point is that it gives the deck constance, as he has the optimal mana-cost [2R]. He has a good price / performance ratio. Because of its Changeling ability he is also also sometimes unblockable against Merfolk or other tribals, when the opponent is not careful enough.

    Other Stuff

    Blood Moon
    More Moon effects. Yes... Blood Moon... same reasons as Magus. It can resolve first Turn and simply settle the game. It isn't played 4 times in all lists [like Magus], because it is a bit worse as it can't swing. On the other hand It can't be bolted. 3 additional moons is the minimum in my opinion, because it's a hard fight for Legacy against a deck with 7+ Moon effects.

    Koth of the Hammer
    Koth is currently the best Red Planeswalker Magic has to offer. He has the disadvantage that he can exploit his full potential only in mono-red deck with many Mountains. We play 10-11 Mountains & 7+ Moons, and making our non-basics also Mountains. Perfect for us. His first ability allows us to change Mountains into a 4/4,attacker. This gives the deck some extra aggro, so it's not bad for us. His second ability gives us a shitload of mana which we can use to empty our hand, and usually reach Hellbent [we can invest this mana also in level up, or to pump the PRD incredibly high], and we don't suffer about the "I can play my Slogger not lose Hellbent problem" problem anymore. This ability gives us constance, although it is the least used ability. The Ultimate creates an emblem which should change the board-situation VERY MUCH our favor [usually you have 4 + Mountains at this time].

    Seething Song
    Is there to perform sick actions on the 1st and 2nd Turn. The manaboost is quite enormous. Later, he loses some of its value, because in a Hellbent topdeck he is only good with a pump-Dragon or a Level-up dude.

    Chalice of the Void
    The namesake of the Chalice Aggro decks. It is preferred to cast in for 1 in order to hinder the opponent to find into play. It forbids containing mostly cantrips, but it also hits some creatures, and quite a lot of removal, and that's good [If you don't know how many cards in Legacy get hit by cc1 theck the Mental-Misstep hype atm, and realise that this card is a permanent MM]. Chalice 2 also hits very much relevant cards. To name a few: "Tarmogoyf, Hymn to Tourach, Burning Wish, Infernal Tutor, Umezawa's Jitte, Life from the Loam"

    Chrome Mox
    Provides easy mana-boost on the first turn. They want to reach 3 mana as quickly as possible. The 1 card in hand we lose is not significant, because we want Hellbent.

    Sword of Fire and Ice
    Sword of Light and Shadow
    Sword of Body and Mind
    Sword of Feast and Famine
    Sword of War and Peace
    The protective-Sword circle... Technically you could play any of these Swords in Dragon Stompy if you need the protection of the color combination.But the best Sword for Dragon Stompy is Body and Mind. This deck has huge problems with an early Goyf or big creatures [mostly Knight of the Reliquary]. If you can't race them, you need to defend against tham. This is where this Sword shines. It can attack through Goyfs / Knights, and you can then re-equip this Sword to the Wolf-Token and still defend. Pro-Merfolk is also good. The 2nd best Sword for Dragon Stompy is Fire and Ice, but think about it, that you'll lose Hellbent when you attack with it [yap, even the 2nd Strike of Rakdos Pit Dragon vanishes with it]. The other three Swords are only relevant for their protective colors, because their abilites aren't any good for Dragon Stompy. For example: Feast and Famine-> Discarding a card and untaping all Lands is not needed, as the opponent just discards a card he can't play, and we need to play all things before the attack-phase thanks to Hellbent.

    Trinisphere
    This is one of the other screw-parts of the deck. 1st turn resolved it is a double Time Walk.Against manascrewed opponents is usually a easy win. 1st turn resolved, it also ensures that the spell in the next turn is uncounterable. However, this card also has its disadvantages. Take for instance a 1st turn start with Ancient Tomb -> Mox -> Trinisphere, and the opponent opens with Wasteland. Furthermore, you can argue about how many spheres are the optimal number. Sure you will always want it in the opening 7, but if you have more than 1 in the opening hand, you begin to hate it. In any case, you should always have 4 of them between main and side.

    Umezawa's Jitte
    The best piece of equipment which Magic has to offer. [Skullclamp isn't an equipment, it's a draw-engine] And that's why it is played. Normally if you play Dragon Stompy, you just want to overextend and play more creatures. But Jitte is... well Jitte. It can do almost anything and it wins games on it's own, IF you can play with it. Some lists even play it up to 3. The question is, if 3 isn't a bit too much, because of the legendary status and the Hellbent. Jitte not bad, but the question is if Dragon Stompy really needs equipment.

    Lands

    Ancient Tomb
    One of the two 2-Mana lands. Is not much to say about it except that it is 4 times essential for the Manabase. You should also be careful because sometimes the damage adds up faster than you think.

    City of Traitors
    The other of the two 2-Mana lands. Including it as a 4-off is essential. Does no harm you, but it dies if you play a different land. This can, however, be countered well with Moon-effects.

    Great Furnace
    Only found in lists with Covetous Dragon. Its played in place of 3-4 Mountains there. But has the disadvantage that the manabase is more vulnerable to Wastelands. Under a Blood Moon it is an artifact, because Blood Moon will change the sub-type of the land, and not the types & supertypes of a card.

    Mountain
    Provides red mana, and thus helps us to cast our spells. Otherwise it can also pump Rakdos Pit-Dragons, level creatures, equip Jitte and do stupid things with Koth. It would be wrong to play Dragon Stompy without that card.


    4) Sideboard

    The sideboard with Dragon Stompy is usually that you board out your worst screw-piece in exchange for sideboard cards. You nearly never board out creatures, because you don't want to lose Aggro. [Exception: Flametongue Kavu against combo].

    But now the Choices:

    Anarchy
    Massive underplayed sideboard card. It is good against Stax & Enchantress [unless there is Karmic Justice], helps against U/W Tempo, random White Weenie but can also kill Progenitus, Rhox War Monk and Knight of the Reliquary. Circle of Protection: Red also finds mention as white decks boarding it in from time to time.

    Blood Moon
    If you have not yet maindecked 4 Blood Moon you can store more in the sideboard, because against some matchups you just always want to have them.

    Boil
    Is good against control strategies such as MUC, if it would resolve against that... Also helps against Merfolk, or playing decks which have a very high number of U-Duals

    Firespout
    Pyroclasm
    Slagstorm
    Volcanic Fallout
    If you need a red Sweeper you should look to any of these cards. Firespout has the perfect costs, but it can't hit flying creatures which is mostly relevant against Vendillion Clique, Trygon Predator and Sower of Temptation. Slagstorm can hit flyers, but the costs are a bit harder to pay, it also has the ability to hit players and finish your opponents off. Pyroclasm does less damage and conflicts sometimes with Chalice 2. Volcanic Fallout hast the same complicated costs as Slagstorm, but it is instant, hits flyers AND is uncounterable [eat that Mefolk]. In my Opinion Volcanic Fallout is the best of these 4, but in a meta with many 3-toughness creatures Firespout and Slagstorm are worth a look at.

    Pyroblast
    Red Elemental Blast
    On the first glance it looks anti-synergistic with Chalice 1, but you should keep in mind that you board out CotV against the decks this card is good [Merfolk, Jacestill, Show & Tell]. Furthermore, it should be noted that if you play more than 4, Pyroblast should always be maximized first, since you can cast it on own cards if you need Hellbent.

    Pyrokinesis
    Is good against swarmaggro, and helps with the pitch of another red card to come closer to Hellbent. Mostly this cards takes down 2 or even 3 creatures, making them pretty well against these matchups. It is worth mentioning that you should be careful with Trinisphere in combination because it can be anti-synergetic sometimes.

    Shattering Spree
    The best Artifact-hate that hits multiple opposite artifacts you could ask for. Helps against Affinity, Stax and everything else with many artifacts, obviously. Always play 4 in metas with lots of Affinity. Chalice at 1 will only counter the original and not the replicates, so there is no downside here =)

    Spinal Villain
    Fits perfectly in our manacurve and hates Merfolk as much as I do. However, Merfolk is the only MU where I could really imagine to board this card, because there are nearly no other relevant U creatures.

    Pithing Needle
    When 4 Revokers in the main aren't enough, we could also board in additional Needles.

    Ratchet Bomb
    Simply the Powder Keg 2.0 which can also hit Planeswalkers and Planeswalker. Is good against Zoo, Tarmogoyf, and other decks that are pretty much on the low manacurve. Also good against token, and in the modern legacy meta almost indispensable for Dragon Stompy.

    Silent Arbiter
    This isn't a card most Stompy builds run but in builds which focus on 1 - 2 beaters with equipment backup this can hose down tribal/aggro, acting as a Dueling Ground while also providing a 1/5 body to block.

    Tormod's Crypt
    The Graveyard Hate. Nice against all the decks that do a lot with the Graveyard, such as Loam or Dredge. Unfortunately, an effective split of Ravenous Trap, Relic of Progenitus & Tormod's Crypt against Dredge, is not affordable due to the dependence of Hellbent and Trinisphere, as well as the anti-synergy with Chalice 1.

    Trinisphere
    As mentioned above, all Trinispheres which are not in the main belong in the the sideboard. Good against combo, burn, hyper cascade[lol], and other decks with very low mana curve.

    Umezawa's Jitte
    Another possible choice against aggro. People who don't like Pyrokinesis or want more cards against aggro, can pack into the sideboard.

    5) The future of the deck

    ... depends, which cards got printed, and how the format evolves.
    As long as Legacy's manacurve remains low, and players play a lot of non-basics the deck will certainly remain a viable choice for Legacy. The printing of Mental Misstep is kinda huge for this deck, because all Chalice-Aggro decks are immune to Mental Misstep.


    6) Sample Lists

    Peter Hiebl Bazaar of Moxen IV, 2010 [18th of 498]


    4 Flametongue Kavu
    4 Gathan Raiders
    4 Magus of the Moon
    4 Rakdos Pit Dragon
    4 Simian Spirit Guide
    4 Taurean Mauler
    4 Blood Moon
    4 Chrome Mox
    4 Chalice of the Void
    4 Trinisphere
    2 Umezawa's Jitte
    4 Ancient Tomb
    4 City of Traitors
    10 Mountain

    3 Anarchy
    3 Pyrokinesis
    3 Pithing Needle
    3 Powder Keg
    3 Tormod's Crypt


    Dragon Stompy by Tacosnape


    4 Gathan Raiders
    4 Magus of the Moon
    4 Rakdos Pit Dragon
    4 Simian Spirit Guide
    3 Arc-Slogger
    2 Moltensteel Dragon
    4 Blood Moon
    4 Seething Song
    4 Chalice of the Void
    4 Chrome Mox
    3 Trinisphere
    2 Umezawa's Jitte
    10 Mountain
    4 Ancient Tomb
    4 City of Traitors

    4 Stingscourger
    4 Tormod's Crypt
    3 Ratchet Bomb
    2 Arena of the Ancients
    2 Manic Vandal


    Dragon Stompy by Masamune:


    4 Gathan Raiders
    4 Magus of the Moon
    4 Rakdos Pit Dragon
    4 Simian Spirit Guide
    2 Flametongue Kavu
    2 Lord of Shatterskull Pass
    4 Blood Moon
    4 Seething Song
    4 Chalice of the Void
    4 Chrome Mox
    3 Trinisphere
    2 Sword of Body and Mind
    1 Umezawa's Jitte
    10 Mountain
    4 Ancient Tomb
    4 City of Traitors

    1 Flametongue Kavu
    4 Phyrexian Revoker
    4 Pyrokinesis
    2 Anarchy
    4 Ratchet Bomb


    Dragon Stompy by me [latest version]


    4 Magus of the Moon
    4 Simian Spirit Guide
    3 Arc-Slogger
    3 Flametongue Kavu
    4 Moltensteel Dragon
    4 Phyrexian Revoker
    4 Blood Moon
    4 Seething Song
    4 Chalice of the Void
    4 Chrome Mox
    4 Trinisphere
    4 Ancient Tomb
    4 City of Traitors
    10 Snow-Covered Mountain

    1 Flametongue Kavu
    4 Volcanic Fallout
    3 Shattering Spree
    2 Anarchy
    2 Slagstorm
    3 Tormod's Crypt




    7) Annex
    That was it for the first. If anyone has suggestions, constructive critic or anything else, feel free to PM me, or write in in the thread. I will change it if its needed. Thank you for Taco & Phantom for creating this deck, and Phantom for his old Dragon Stompy Primer. Thanks to Odysseus for grammar-checking this whole thing. Special thanks to Tacosnape, Ivanpei, Masamune, Forlorn Egoist and all others for answering all my questions for this Primer per PM, and to all others who are still helping for developing the deck =)

    Link to the old Thread: http://www.mtgthesource.com/forums/showthread.php?7622-[Deck]-Dragon-Stompy
    Last edited by NecroYawgmoth; 05-22-2012 at 02:02 PM. Reason: update
    Quote Originally Posted by Tacosnape View Post
    Kenjawn, Mutator of Cells
    :16: - (See, now Erratic Explosion's a deck)
    Legendary Creature - Horror
    Haste, Hexproof, Double Strike, Trample
    Kenjawn, Mutator of Cells is indestructible.
    Permanents you control can't be sacrificed or copied.
    Whenever Kenjawn, Mutator of Cells attacks, defending player gets liver cancer (This effect doesn't end at end of turn.)
    13/13

  2. #2
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    Re: Dragon Stompy

    Good job, nice primer! ^^
    If you fail to explain the reason behind your choice, technically, it's the wrong choice.

    Quote Originally Posted by Tacosnape View Post
    It's one of the ten strongest cards in Legacy. And in truth, in any deck you design, you really need to have a good reason -not- to run Wasteland.
    Zerk Thread -- Really, fun deck! ^^

  3. #3
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    Re: Dragon Stompy

    Uh, did you get permission to post the thread? We already have a rather prominent Stompy Thread: http://www.mtgthesource.com/forums/showthread.php?7622-[Deck]-Dragon-Stompy. Albeit no-one has posted it in a couple days and your primer is a bit more expansive, but yeah. Seems pointless to remake the thread.

    Forlorn Egoist

  4. #4

    Re: Dragon Stompy

    Quote Originally Posted by ForlornEgoist View Post
    Uh, did you get permission to post the thread? We already have a rather prominent Stompy Thread: http://www.mtgthesource.com/forums/showthread.php?7622-[Deck]-Dragon-Stompy. Albeit no-one has posted it in a couple days and your primer is a bit more expansive, but yeah. Seems pointless to remake the thread.

    Forlorn Egoist
    They've already been talking about updating the thread for some time now.

  5. #5
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    Re: Dragon Stompy

    So, I'm starting to hop on the band wagon for Phyrexian Revoker over Needle. True, it does die to creature hate although I think being able to block/punch through extra damage is a little bit more relevant. Besides, at least with Revoker we aren't likely to run into that annoying CotV@1 issue we do with Needle (and hitting a CotV@2 is rather rare, so I don't think that's an argument against it's use either).

    I've also starting to come around to Lord of Shatterskull Pass. 4/1R for a 6/6 isn't incredibly amazing, but I think he's a better investment for us (at least as opposed to Kargan) as he can take down most opposing creatures and isn't as dependant as Kargan is on R.

    For the Merfolk MU, what are general strategies/SB options people use? I've been tempted to run Taurean Mauler in the SB, but I can't for the life of me think of any other MU I'd want him in (Similar argument for Spinal Villain) but I also don't run into Merfolk enough where I'd want to MD Mauler or SB Mauler/Villain. I originally took out MD Mauler for Lord of S/P because I felt Mauler just wasn't doing a good job later in the game, but if Merfolk starts to see greater play I may have to review him. When VV became mainstream I had originally taken out Boil, but since Countertop/Tribal will be coming back, it may be time to pull them out as well.

    Forlorn Egoist

  6. #6

    Re: Dragon Stompy

    Quote Originally Posted by ForlornEgoist View Post
    So, I'm starting to hop on the band wagon for Phyrexian Revoker over Needle. True, it does die to creature hate although I think being able to block/punch through extra damage is a little bit more relevant. Besides, at least with Revoker we aren't likely to run into that annoying CotV@1 issue we do with Needle (and hitting a CotV@2 is rather rare, so I don't think that's an argument against it's use either).

    I've also starting to come around to Lord of Shatterskull Pass. 4/1R for a 6/6 isn't incredibly amazing, but I think he's a better investment for us (at least as opposed to Kargan) as he can take down most opposing creatures and isn't as dependant as Kargan is on R.

    For the Merfolk MU, what are general strategies/SB options people use? I've been tempted to run Taurean Mauler in the SB, but I can't for the life of me think of any other MU I'd want him in (Similar argument for Spinal Villain) but I also don't run into Merfolk enough where I'd want to MD Mauler or SB Mauler/Villain. I originally took out MD Mauler for Lord of S/P because I felt Mauler just wasn't doing a good job later in the game, but if Merfolk starts to see greater play I may have to review him. When VV became mainstream I had originally taken out Boil, but since Countertop/Tribal will be coming back, it may be time to pull them out as well.

    Forlorn Egoist
    Nice to see you on the bandwagon. u've got good company. :P

    As for mauler, he's really good early game of course, and for some reason, no one sees the tech when LOA comes out. lol
    However, he isn't gamebreaking in the matchup tho. Pre-coralhelm commander, he was pretty beastly.

    Nowadays, merfolk issues in coralhelm, stoneforge mystics into jittes/sofi, and white splash for StP and Absolute Law. This kind of wrecks us.

    I know no one agrees w/ me, but I miss survival bc it made merfolk massively concentrate on black splash. The white splash rapes.

    I've had good experiences with mauler in cb top, loam, and enchantress matchups as well, so it's not solely for merfolk. As always, you gotta find the right mixing and matching of ur DS creatures. Esp if you're going no slogs, kargan, LoSP, etc. I personally don't like too many vanillas, but keep tinkering and playtest to find a good ratio.

  7. #7
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    Re: Dragon Stompy

    Love the new Primer. Is Inferno Titan worth being included in 'creatures to consider'? My friend and I have been testing him as a two-of in normal 'Seething Song' builds. Early game he pitches to Mox but mid game with Song, or late game he is a huge bomb IMO. Stompy is quick out of the gates but loses steam shortly after. A number of times Inferno has come down and dealt the last 3-6 damage required.

    I guess the obvious competition he has is Arc-Slogger. The 1-mana less is huge for Slogger I know, meaning he can be cast off a Song straight up. However if you wanted to activate him first turn, that would be 6-mana as well (same as Titan). I don't think he's perfect but he's solid, just thought I'd throw it out there.
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  8. #8
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    Re: Dragon Stompy

    This is great! I don't have time to read all of it just yet, but from what I skimmed, great primer!

    I'm pretty new to the deck, and still waiting for an SCG-package to arrive with some cards for the deck - Cities, Bombs etc., so this will certainly be useful. Thanks a lot for the write-up.

    Purg

  9. #9
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    Re: Dragon Stompy

    Awesome Primer. The information about matchups, history, card choice and little things like, what to set Chalice at, were really informative and helpful in refining my build. I have been working on this deck for some time now and mine is almost complete now. Kosh is really the main reason I am finally finishing it.

    Some topics of discussion:

    1.) How many moon effects?

    I understand they are gg or pretty fuckin close against so many decks, but sometimes 8 feels like too many. I personally run 7 (1 Blood Moon on the board).

    2.) I run Trinisphere x3. Talk me out of it?

    It isn't good in multiples, is mediocre against a chunk of decks and is much worse on the draw or not turn 1. Again, the 4th one is in my SB.

    3.) Sword of Feast and Famine

    I definitely feel like this is worth testing. It not only provides protection from some removal, but help stabilize the board (something this deck struggles to do if it doesn't hamper your opponent enough). The discard potion is alright, but the untapping lands is amazing. It really allows you to dump your hand onto the board and enable Hellbent or just overwhelm and disrupt the fuck out of your opponent. Imagine something like... turn 1: Trini/Chalice.
    turn 2: Koth (maybe bash for 4).
    turn 3: Cast Sword, animate land, equip, bash 6, force a discard, and untap lands then cast more shit after combat.

    4.) I love this deck. I hope Wizards gives it the love it deserves... in the form of more powerful threats.

    I would love for them to make a 2R Stone Forge Mystic variant. Red should have more synergy with equipment! Also the equipment could even go to the top of the library if it allowed the creature to be slightly more decent. Something like...

    "Forge Elemental"
    2R
    Creature - Elemental Warrior
    When <this> enters the battlefield search your library for an equipment card, reveal it, shuffle and put it on top of your library.
    If <This> is equipped, it gains +2/+2 and Trample. OR Equipping costs 1 less.
    3/2

    Usable removal:
    2R
    Sorcery
    Deal 5 damage to target creature or player.

    If they are willing to reprint Lightning Bolt there is no way they think adding 2 colorless for 2 damage and making it a sorcery is too strong.

    I also want a bomb that is around Baneslayer Angel power level:
    3RR
    Creature - Dragon
    Flying, Firebreathing, Trample

    5/5

    I do think the endgame goal for this deck is to cut the whole Hellbent theme.
    Last edited by Angelfire; 02-03-2011 at 06:06 PM.

  10. #10
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    Re: Dragon Stompy

    Quote Originally Posted by Angelfire View Post
    ...
    IMO SoFF is terrible even if we could play anyone strategies with two or three cards in hand. I'd rather SoFI because the draw trigg is better than untap... in other words, SoFF in late game is very worst than other Swords

  11. #11
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    Re: Dragon Stompy

    Quote Originally Posted by Masamune View Post
    IMO SoFF is terrible even if we could play anyone strategies with two or three cards in hand. I'd rather SoFI because the draw trigg is better than untap... in other words, SoFF in late game is very worst than other Swords
    SoFF enables Hellbent rather than removing it. Moving Equipment around and casting more spells is generally more useful than drawing a card. I also said test it, not make claims based soley on hypothetical situations.

  12. #12
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    Re: Dragon Stompy

    @ Angelfire

    1) 6 is the absolute minimum imo, but Dragon Stompy wants many WIN-Cards and it also supports Koth, so I'd always play 8.

    2) It's ok to only run 3 Trinisphere. This is the card that mostely gets cutted if people want to make room for other things.

    3) I don't see why SoF&F should be awesome here... The untap effect is awesome when you have a Koth-Emblem, and ONLY then. By the time you equip a Sword, you should already have reached Hellbent, and you won't need that mana anymore... the discard is, like you said, useless. Your imagination also requires many cards Tomb+COTV+Land+SSG+Koth+Sword+Land, this are 7 cards, and you can't gurantee that you have 5 Mana in turn 3 [first Turn Trini requires even more cards, like +1 Mox, and +1 Pitchcard]. If i can land Koth on 2nd Turn, I mostly have Hellbent on the next turns and animate 4/4 Mountains all day...

    IMO SoF&I > SoL&S > SoF&F > SoB&M... If you want to run Swords, run SoF&I, yes it IS antisynergistic with Hellbent, but the pro Merfolk/Goblin ability helps against the 2 most common tribaldecks, and most of the time, you win by equipping it.

    Nevertheless, I don't listed the Swords in the Primer because they are all inferior to Jitte. if you want to play Equipment, run Jitte.

    4) Your red Stoneforge is way to overpowered, but on the other 2 cards... yeah... I also wish for a usable 2R removal or a Baneslayer Dragon. But the most importan thing would be a solid creature which can shoot damage and is better than Slogger.


    I tried endless Versions of non-Hellbent Stompy, but they all fail somehow... there aren't any creatures, that are better than Gathans and RPD, sad but true =(
    Quote Originally Posted by Tacosnape View Post
    Kenjawn, Mutator of Cells
    :16: - (See, now Erratic Explosion's a deck)
    Legendary Creature - Horror
    Haste, Hexproof, Double Strike, Trample
    Kenjawn, Mutator of Cells is indestructible.
    Permanents you control can't be sacrificed or copied.
    Whenever Kenjawn, Mutator of Cells attacks, defending player gets liver cancer (This effect doesn't end at end of turn.)
    13/13

  13. #13
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    Re: Dragon Stompy

    Quote Originally Posted by NecroYawgmoth View Post
    @ Angelfire

    1) 6 is the absolute minimum imo, but Dragon Stompy wants many WIN-Cards and it also supports Koth, so I'd always play 8.

    2) It's ok to only run 3 Trinisphere. This is the card that mostely gets cutted if people want to make room for other things.

    3) I don't see why SoF&F should be awesome here... The untap effect is awesome when you have a Koth-Emblem, and ONLY then. By the time you equip a Sword, you should already have reached Hellbent, and you won't need that mana anymore... the discard is, like you said, useless. Your imagination also requires many cards Tomb+COTV+Land+SSG+Koth+Sword+Land, this are 7 cards, and you can't gurantee that you have 5 Mana in turn 3 [first Turn Trini requires even more cards, like +1 Mox, and +1 Pitchcard]. If i can land Koth on 2nd Turn, I mostly have Hellbent on the next turns and animate 4/4 Mountains all day...

    IMO SoF&I > SoL&S > SoF&F > SoB&M... If you want to run Swords, run SoF&I, yes it IS antisynergistic with Hellbent, but the pro Merfolk/Goblin ability helps against the 2 most common tribaldecks, and most of the time, you win by equipping it.

    Nevertheless, I don't listed the Swords in the Primer because they are all inferior to Jitte. if you want to play Equipment, run Jitte.

    4) Your red Stoneforge is way to overpowered, but on the other 2 cards... yeah... I also wish for a usable 2R removal or a Baneslayer Dragon. But the most importan thing would be a solid creature which can shoot damage and is better than Slogger.


    I tried endless Versions of non-Hellbent Stompy, but they all fail somehow... there aren't any creatures, that are better than Gathans and RPD, sad but true =(
    I often find myself struggling to enable Hellbent (Raiders and Dragons are pretty bad without). SoFF is a good way to generate mana, gain card advantage and make your generally weak creatures into legitimte threats. I also have a ton of Green and a good amount of Black in my meta. I can't say that it is definitely worth running, but I know it is too early to say it is definitely NOT worth running. Also, I do run Jitte.

    My Red Stoneforge is not even close to OP. The equipment goes on top of your library. This makes it inferior to the white one.

    Non-Hellbent Stompy is not viable yet... but one day lol. I would also be in favor of renaming this deck Moon Stompy or Blood Stompy. RPD is not nearly as essential and deck defining as Blood Moons (which I am going back to 8 of btw).

    An underdiscussed SB option seems to be Faerie Macabre. It dodges Chalice and Trini and the instant speed of it means it can often make an opponent's spell/ability fail (people simply play around Crypt/Relic). It can also be recurred off of SoLS if you are running it and imprinted on Mox in an emergency (although these factors are largely irrelevant).

  14. #14
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    Re: Dragon Stompy

    Well... I don't understand Macabre at all...

    Crypt is good, as we can hate Dredge also with Trini, Moon, COTV... but Macabre is not THAT good against Dredge...

    As a long time Dredge player I can tell you, that a first turn Moon or Trini backed up with a Crypt [or 2, lol] is much more devastating. It's much easier to play around a 2 card remover, then a yard remover. with a Trini in play it will be hard for the Dredge player to hardcast Grudge, and with a Moon they can't flashback it. I don't know about other MUs, but for Dredge Crypt > Macabre [at least in DS]
    Quote Originally Posted by Tacosnape View Post
    Kenjawn, Mutator of Cells
    :16: - (See, now Erratic Explosion's a deck)
    Legendary Creature - Horror
    Haste, Hexproof, Double Strike, Trample
    Kenjawn, Mutator of Cells is indestructible.
    Permanents you control can't be sacrificed or copied.
    Whenever Kenjawn, Mutator of Cells attacks, defending player gets liver cancer (This effect doesn't end at end of turn.)
    13/13

  15. #15
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    Re: Dragon Stompy

    Quote Originally Posted by NecroYawgmoth View Post
    Well... I don't understand Macabre at all...

    Crypt is good, as we can hate Dredge also with Trini, Moon, COTV... but Macabre is not THAT good against Dredge...

    As a long time Dredge player I can tell you, that a first turn Moon or Trini backed up with a Crypt [or 2, lol] is much more devastating. It's much easier to play around a 2 card remover, then a yard remover. with a Trini in play it will be hard for the Dredge player to hardcast Grudge, and with a Moon they can't flashback it. I don't know about other MUs, but for Dredge Crypt > Macabre [at least in DS]
    I wouldn't even be worried about dredge, to be honest. Between the moon effects, quick trinispheres and chalices (@1 turns off careful study, tribe, imp, and therapy) you shouldn't have much of a problem. Hell I've even cast out SSG's just to have a non-moon guy to shoot with slogger to remove bridges. The matchup isn't that hard. I probably wouldn't even board in Crypts, traps, fae, as you should be favored without them if you keep a solid hand.

    Fae is better than crypt in certain matchups for this deck because it side-steps your own trinispheres and chalices. A drawn Crypt after 3-sphere is on the table kinda sucks, but when your opponent goes to cast LFTL and return their chasm/tabby/waste/ring/gargoyle castle/etc.... Sniping their targets is pretty good. Same with sniping Iona's out of reanimator's yard (if people still play that deck.)

    In general, crypt is the better card, but looking at it them in context I can definitely see reasons to run the Fae over Crypt.
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  16. #16

    Re: Dragon Stompy

    After playtesting this deck extensively (and finally getting all the cards IRL) I have to say I love Arc-Slogger. He is by far the best creature in the deck IMO (besides maybe Magus but he's completely different). There have been ridiculous games where I am completely blown out but I win because I stick and untap with Slogger, and there are all the other regular games where he destroys everyone. I run him as a 3-of because of the dependence on Song. For Raiders/Pit Dragon, they are good creatures and work well with the deck, but hell-bent is swingy and unreliable and they aren't that great without it.

  17. #17
    Gang leader of the Squirtle Squad
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    Re: Dragon Stompy

    I am playing the following version after sculpting long around with a good friend of mine.

    10 Mountains
    1 SNow-Covered Mountain
    4 Ancient Tomb
    4 City of Traitors
    1 Kher Keep

    4 Chrome Mox
    4 Chalice of the Void
    4 Blood Moon
    4 Trinisphere
    1 Umezawa's Jitte
    1 Sword of Fire and Ice

    4 Magus of the Moon
    4 Gathan Raiders
    4 Rakdos Pit Dragon
    4 Simian Spirit Guide
    4 Taurean Mauler

    2 Koth of the Hammer

    Sb.:
    2 Fortune Thief
    4 Phyrexian Revoker
    2 Volcanic Fallout
    3 Firespout
    2 Anarchy
    2 null Brooch


    I am really liking that build right now but I am so unsatisfied with that Taurean Mauler. I am desperatly Searching for an alternative but came to the conclusion that there isnt a better option printed for that Slot. I really dislike that guy and feel always underwhelming playing him, besides maybe Folks or Gobs. Is there a card that also costs oner Red and 2 generic Mana that is good enough? I havent found it, if some of you are in greater Knowledge let me know, this is the only problem this deck has in my eyes atm.
    Greetings

  18. #18
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    Re: Dragon Stompy

    PS: Trying Countryside Crusher in that Slot atm but still unsatisified!

  19. #19
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    Re: Dragon Stompy

    Quote Originally Posted by I am the brainwasher View Post
    PS: Trying Countryside Crusher in that Slot atm but still unsatisified!
    Cut it and try running Phyrexian Revoker in the main instead. While it's not a great beater by any means, it answers a lot of this deck's large problems - i.e. Vial, Jace, etc. Then use the sideboard space for something else.
    Spiral Tide
    Lands.dec

    Quote Originally Posted by Julian23 View Post
    Since playing against Spiral Tide provides a lot fun for both players is something only someone who's not had sex for quite a while could enjoy, I pull out GW Maverick.

  20. #20

    Re: Dragon Stompy

    Countryside crusher in a deck running 18-19 lands seems absolutely terrible. I agree, revoker is probably better. Revoker hits vial, one of this decks greatest weaknesses if we're on the draw and they drop vial turn 1 it is very hard to win sans having a god hand. It almost completely shuts down moon effects along with chalice of the void and trinisphere. Also a good thing about revoker is that the card is very easy to cast costing 2 colorless mana he can be cast off of any double land or just off of mountain + SSG/chrome mox. What's not to love about a pithing needle on legs that also nabs LED? The card is very good.
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