Page 1 of 25 1234511 ... LastLast
Results 1 to 20 of 486

Thread: Chalice Bomberman/Bomberman Stompy

  1. #1

    Chalice Bomberman/Bomberman Stompy

    “Bomberman” refers to Auriok Salvagers, an archetype more seen in Vintage, thanks to Auriok Salvagers powerful infinite mana combo with Black Lotus. Salvagers can also generate infinite mana in Legacy via Lion’s Eye Diamond, but this has remained a gutsy proposition due to LED requiring the discarding of ones hand, causing poor synergy with Force of Will and other controlling spells typically found in the shell, creating a very “all-in” combo turn. You can find more traditional combo-control versions of Bomberman on The Source here. These lists also typically leaned on Sensei’s Divining Top as a filtration option that worked when Hellbent, but with Top gone, Bomberman must re-calibrate itself.

    The KMC tournaments in Japan have always been a hotbed of innovation, and the 75th event found Tanaka Mikoto with a new take on the Bomberman combo:

    Lands: (18)
    4 Ancient Tomb
    4 Cavern of Souls
    4 City of Traitors
    4 Plains
    2 Tundra

    Creatures: (14)
    4 Auriok Salvagers
    4 Monastery Mentor
    2 Trinket Mage
    4 Walking Ballista

    Non-Creature Spells: (28)
    4 Gitaxian Probe
    4 Chalice of the Void
    4 Lion's Eye Diamond
    4 Lodestone Bauble
    4 Lotus Petal
    4 Mox Opal
    4 Urza's Bauble

    Sideboard: (15)
    2 Containment Priest
    2 Phyrexian Revoker
    1 Venser, Shaper Savant
    1 Disenchant
    1 Echoing Truth
    4 Leyline of the Void
    2 Serenity
    1 Engineered Explosives
    1 Ratchet Bomb

    From here, a few other variants have been seen, and Caleb Durwald took a modified version of the list to a stunning 3-0 win over Bob Huang in the Legacy Premier League Quarterfinals (beating Sneak & Show, Food Chain and Grixis Delver), that you can watch here.

    1.0 Main Deck

    1.1 The Combo


    The infinite mana combo is the lynchpin of the deck, allowing it to finish off a variety of decks in a hurry. It is notably unaffected by typical graveyard hate like Deathrite Shaman and can be stacked multiple times in a turn to play around cards like Surgical Extraction. Lion’s Eye Diamond is a bit of a brick when not comboing out, though some of the other creatures in the deck give it a little more utility than initially expected.

    Auriok Salvagers on the other hand, need not necessarily be used to combo to become a very potent threat. Its 2/4 body already dominates over many of the small creatures in Legacy and ground creatures like Pyromancer or Thalia will have a tough time with Salvagers on the table. Its ability is also highly potent in accruing some kind of advantage, in combination with a variety of the cards within the deck. It can either spew out creatures, create recursive removal or just give the deck raw card advantage.

    1.2 Win Conditions


    Unlike previous iterations of Bomberman where kill conditions were very lacklustre (eg. Pyrite Spellbomb) and needed a fair bit of setup, the win conditions of Monastery Mentor and Walking Ballista are very serviceable creatures in their own right.

    Monastery Mentor, in combination with the infinite combo, makes a board of infinite Monks that should kill the opponent on the following turn (or, if Mentor isn’t summoning sick, then and there). The nice part is that Mentor can be on board before comboing out and simply present a very difficult to answer threat. In combination with the variety of zero-mana artifacts the deck plays, the deck can have explosives draws, even on turn one, of Monastery Mentor into many, many Monks.

    Walking Ballista functions similarly. The Ballista can be played early, beatdown, even be used to kill some creatures, and once the infinite mana combo is assembled, an on-board Ballista can be pumped infinitely and then burn the opponent out or Ballista can be resurrected from the graveyard to assemble the kill. Ballista has huge amounts of utility and, in combination with Mentor, gives the deck a very solid fair angle of attack.

    1.3 Lock Pieces


    Although previous iterations of Bomberman utilised counterspells in order to stop the opponent, current lists focus on Chalice of the Void to do so. This synergises effectively with Lion’s Eye Diamond, which encourages playing out ones hand as quickly as possible. Chalice blocks a variety of annoying removal, allowing Mentor in particular to go unchecked. It also stops hate cards post-board that are typically played. And, like many of the other artifacts, it can be revived by Salvagers to annoy the opponent once more. Its well-known in Legacy how potent cutting off many of the opponent’s spells in their deck is.

    1.4 Cantrips

    Urza's Bauble
    Mishra's Bauble
    Lodestone Bauble


    Both Urza’s Bauble and Mishra’s Bauble are zero-mana “slow trips” that draw on the next upkeep. Although innocuous-looking, these importantly trigger Monastery Mentor, making Monks, but also act as an effective win condition with Auriok Salvagers. Auriok Salvagers can generate infinite mana and loop these trinkets infinite times, drawing the Bomberman player their entire library (on the opponent’s upkeep) which should easily lead to a combo kill on the following turn.

    Lodestone Bauble is another zero-mana slow trip, but to cycle needs one mana to be paid. The importance is, however, that Lodestone Bauble can target any player to draw a card. When looped, it can lead to the opponent drawing their entire library and then decking out on the next upkeep. It’s probably the worst of the Baubles, but offers powerful utility as an additional win condition that can sit in the graveyard after being used for its somewhat overpriced cycle effect.

    Gitaxian Probe

    A contentious inclusion due to its poor synergy with Chalice. But with Mentor it is certainly excellent to create Monks, and being able to see if the coast is clear to combo off is also a nice luxury.

    1.5 Mana

    Lotus Petal
    Mox Opal


    More zero mana artifacts that trigger Mentor, notably, but can also allow the deck to empty its hand incredibly quickly and assemble the combo before the opponent can even set up. Lotus Petal is a very traditional acceleration piece (and can be rebought with Salvagers if needed, particularly nice when looping Petals for Mentor, which can be done for a single White mana), but Mox Opal requires a bit more finesse. With Chalice and the trinkets it can be often turned on easily, but since the trinkets require sacrifice, Metalcraft isn’t always so assured turn after turn.

    Ancient Tomb
    City of Traitors


    Sol lands have been the backbone of Chalice of the Void decks, and this is no different. It’s nice that these effectively pay the mana costs of Mentor, Salvagers and Ballista as well.

    Cavern of Souls

    Apart from Ballista, the creatures in the deck are all Humans, which can lead to some excellent uncounterable lines with Mentor or Auriok Salvagers. Either of these creatures sticking create inevitability, as both abilities don’t need spells to resolve to get value from them – Mentor will still create Monks off trinkets even countered, and Salvagers can simply resurrect countered combo pieces.

    Ancient Den

    Although looking like a useless Wasteland-able White source, Ancient Den critically increases chances of Metalcraft for Mox Opal for very little cost and can lead to some slick curve outs. It adds a subtle consistency to the Metalcraft cards and I highly recommend using it if running four Mox Opals.

    Spire of Industry

    The best Gold land available to us, usable quite easily with all the trinkets on the battlefield. It also has advantages over Mana Confluence/City of Brass in that it can be used for pain-less colourless mana otherwise. With Spire included the deck can reach into a tri-colour mana base, but exposes the deck further to Wasteland and Blood Moon effects.

    Karakas
    Inventors' Fair


    Utility lands can be very effective. Inventors' Fair is excellent at finding one of the last pieces of the combo (LED or Ballista) while Karakas has general utility against many decks in the format like Death & Taxes and Sneak & Show.

    2.0 Sideboard

    2.1 Hatebears

    Containment Priest
    Ethersworn Canonist
    Phyrexian Revoker


    Hate bears are one of White’s most potent tools against the combo decks of the format. Priest very easily hits the Sneak & Show’s and Reanimators of the world, while Canonist can not only stop spell-chain combo, but also defend ours. Since Canonist only stops non-artifact spells, the Bomberman combo, since it only uses artifacts, can still work! Revoker is nice as a more blanket hatebear that also interacts with Metalcraft positively.

    Sanctum Prelate

    Prelate puts considerable strain on the mana (1WW is difficult to achieve) but importantly makes the Storm matchup a little easier. Since Chalice and Canonist are artifacts, a timely Hurkyl's Recall can mean ruins. Prelate has a similar effect to Chalice, but needs a Storm player to go through further hoops. It's also great against other combo decks.

    Lodestone Golem

    An expensive and speculative hate piece, but once again allows the combo to occur unhindered. Beatdowns quickly too, but do watch out making Mentor and Salvagers more expensive.

    Thought-Knot Seer

    Similar to Lodestone Golem in that it is a relatively expensive threat that provides a big body and disruption. Unlike Lodestone, it does not tax our non-artifact spells but its disruption is once off. It is also a feasible card in the main deck if one is looking for main deckable disruption on a body. It doesn't synergise with Cavern effectively, however.

    Hope of Ghirapur

    An even-more speculative sideboard inclusion because of its conflict with Chalice, but Hope, in conjunction with a Salvagers, can completely lock out an opponent, especially if they are a combo deck. Hope is neat, but I would be wary of the danger of cool things (that conflict with one of our main plans of Chalicing out the opponent).

    2.2 Graveyard Hate

    Tormod's Crypt
    Leyline of the Void
    Faerie Macabre


    Crypt is excellent as additional graveyard hate of choice, because it can be looped with Auriok Salvagers if graveyards need to be wiped multiple times (eg. vs. Dredge), and can be found with some of the splashable tutors. However, Leyline of the Void stops fast combo like BR Reanimator a bit more effectively, but of course is a pretty dead draw when not in ones opening hand. Faerie is also tutorable in some versions, and can be essentially uncounterable, relevant against Chancellor of the Annex primarily. Note that cards like Rest in Peace or Relic of Progenitus do not synergise with the deck’s game plan.

    2.3 Removal

    Swords to Plowshares
    Spatial Contortion
    Warping Wail
    Blessed Alliance


    Swords to Plowshares is one of the most efficient removal spells in Magic and since we have White mana readily available, this is excellent in matchups where we cut Chalices, such as BUG matchups and against Death & Taxes. Spatial Contortion and Warping Wail (with Wail having a little more utility) can function similarly off the abundance of colourless sources, but doesn’t have anti-synergy with Chalice of the Void in matchups like Delver, where you want both Chalice and removal. Blessed Alliance is also an option for removal that gets around Chalice but is a little more conditional (but can lead to blowouts against Marit Lage, for example).

    Disenchant
    Engineered Explosives
    Seal of Cleansing
    Devout Witness
    Forsake the Worldly
    Cast Out


    These are nice general answers to the hate that can come up against Bomberman, such as Pithing Needle and others. Of course, White has many variants on Disenchant that can be utilised, even on a stick - War Priest of Thune comes close, while Devout Witness is a viable inclusion for repetitive artifact and enchantment destruction, especially against problematic Stompy decks. Engineered Explosives is a potent tool, especially since it can be looped with Auriok Salvagers to continually wipe the board. Sunburst = 2 is very feasible for the deck, with Opals or Petals making Sunburst = 3 reasonable at times as well. EE can be a very reasonable main deck card as well.

    Ensnaring Bridge

    Pseudo-removal, in that creatures can no longer attack. Excellent due to this deck's ability to empty its hand very quickly, it can buy significant amounts of time and helps out against Sneak & Show. Note that the Mentor kill is less feasible with Ensnaring Bridge in play.

    2.4 Transformational

    Stoneforge Mystic
    Umezawa’s Jitte
    Batterskull


    Boarding into some strange Mentor Stoneforge Stompy hybrid is also a possibility, leaning on the power of equipment and the plethora of bodies available to gear up. This can really catch people with their pants down, but takes up a critical amount of sideboard slots.

    3.0 Splashes

    3.1 Blue


    Trinket Mage has been a long friend of Bomberman thanks to its ability to find two parts of the combo – Lion’s Eye Diamond or Walking Ballista. The only piece that cannot be found is the Salvagers themselves. Trinket Mage also makes silver bullets in the main deck or sideboard a little more impressive (eg. Pithing Needle, Tormod’s Crypt) and also can find things such as Chalice.

    Meddling Mage

    Another powerful hatebear option that also can effectively defend the combo kill. It's great with Gitaxian Probe/Baubles as well, shutting off any spells that are known information.

    Venser, Shaper Savant

    A flexible “removal” spell that can be cast off Cavern of Souls, and is particularly great against Sneak & Show. A bit mana-intensive and can be found in the sideboard typically. Excellent with Karakas for the Karakas lock.

    3.2 Red


    Unlike Mage, which can get Lion’s Eye Diamond, Imperial Recruiter can instead get Ballista, Mentor or Salvagers, which makes him much more impressive at backing up the “fair” grind plan of the deck. He also makes a variety of silver bullet hate bears in the sideboard reasonable to find.

    Manic Vandal

    A tutorable Shatter option, which is helpful against cards like Pithing Needle or opposing Chalices set to zero.

    Magus of the Moon

    Post-board the deck can masquerade as a Stompy deck, bringing Magus of the Moon against greedy multi-coloured decks. Magus can be powered out on turn one quite easily with backbreaking results. Just be careful about locking oneself out of White mana to cast the rest of the deck’s spells.

    Daretti, Scrap Savant / Nahiri, the Harbinger

    Very interesting grindy cards that synergise effectively with the gameplan of the deck. Daretti can do a Goblin Welder impression quite well (while not running into our Chalice) which is great for turning wasted mana rocks into cards thanks to the trinkets. His ultimate also leads to mountains of cards being drawn with the trinkets in the deck which can be revived at eot to loop again. Nahiri in particular deals with weird problem permanents, and her ultimate finds any piece of the combo.

    3.3 Black


    Dark Confidant is incredible in the Bomberman shell due to the deck having an abundance of zero cost spells and hence taking damage from his ability typically being of little consequence. Hence, Bob living (often helped by Chalice) means that the deck can continue to churn through cantrips to either fuel explosive Mentor draws or dig for the combo.

    Kitesail Freebooter

    One of the newer additions to the deck, Kitesail Freebooter is an excellent piece of disruption in both the main deck or the sideboard, ripping away removal or countermagic that can get in the way of the combo and letting one see if the coast is clear. Against combo, Freebooter can slow down the opposing deck and give the Bomberman player a bit more time to set up the combo or simply beatdown with a motley crew. It's also uncounterable off Cavern, of course.

    Infernal Tutor

    Everyone knows the interaction with Infernal Tutor and LED, and this can lead to combo turns which are easily game-ending (Salvagers in play, IT > crack LED > get Ballista > win). However, since this deck is a Stompy deck at heart, it can empty its hand very quickly, especially with the trinkets which, thanks to their delayed trigger, leads to empty-handed moments. Infernal Tutor works well in these situations too as just actual Demonic Tutor for whatever missing piece! Note that the mana base often needs tweaks to function with Infernal Tutor, since it is a non-Human spell.

    Collective Brutality

    Probably the best flexible discard/removal spell printed for any Black-based Stompy deck in recent times, as it very effectively gets around Chalice, has relevant modes all round and can be escalated by pitching useless junk that Stompy decks often end up having in hand (note that the escalate is great to throw Ballistas, LEDs or other win cons that Salvagers can eventually revive for the kill). Like Infernal Tutor, it needs mana base modifications to accommodate, however, being a non-Human coloured spell.

    Magus of the Will

    An uncounterable Human in many situations, and with Chalice to defend him, Magus of the Will can get an untap and go crazy generating absurd amounts of mana and cards with the trinkets that are likely to be lying in the deck’s graveyard. The trinkets can also simply be used on the opponent’s turn to avoid them being exiled too!

    Orzhov Pontiff

    A deck like this is certainly in the market for an effective sweeper, and Orzhov Pontiff is often just that – uncounterable off Cavern too!

    4.0 Matchups

    Coming soon!

    5.0 Decklists

    5.1 White-Blue

    Tanaka Mikoto’s original list:

    http://www.hareruyamtg.com/en/k/kD26353S/

    Caleb Durward’s LPL list:

    https://i2.wp.com/itsjulian.com/wp-c...ize=1024%2C576

    5.2 White-Black

    Katayose Takahito's White-Black list feat. Magus of the Will:

    http://www.hareruyamtg.com/en/k/kD26759S/

    5.3 White-Red

    Katayose Takahito's Mentorless Bomberman:

    http://www.hareruyamtg.com/en/k/kD42020S/

    ChemicalBurns156’s White-Red Bomberman (06/03/18):

    Creatures: (15)
    3 Auriok Salvagers
    4 Monastery Mentor
    4 Walking Ballista
    3 Imperial Recruiter
    1 Magus of the Moon

    Non-Creature Spells: (26)
    3 Lion’s Eye Diamond
    4 Chalice of the Void
    4 Urza’s Bauble
    4 Mishra’s Bauble
    1 Lodestone Bauble
    4 Mox Opal
    4 Lotus Petal
    2 Engineered Explosives

    Lands: (19)
    3 Ancient Tomb
    2 City of Traitors
    4 Cavern of Souls
    3 Flooded Strand
    2 Plains
    2 Plateau
    2 Ancient Den
    1 Inventors’ Fair

    Sideboard: (15)
    1 Ethersworn Canonist
    1 Sanctum Prelate
    2 Containment Priest
    1 Magus of the Moon
    1 Devout Witness
    1 Manic Vandal
    3 Leyline of the Void
    2 Swords to Plowshares
    1 Cast Out
    1 Nahiri, the Harbinger
    1 Phyrexian Revoker

    6.0 Videos

    6.1 White-Blue

    Vs. Miracles (pre-ban)

    Game 1:
    https://www.youtube.com/watch?v=yfVHdFeEESk
    Game 2:
    https://www.youtube.com/watch?v=4F_A1KkPM1M
    Game 3:
    https://www.youtube.com/watch?v=KH8zLodVniE

    Vs. Sneak & Show, Food Chain and Grixis Delver:

    https://www.youtube.com/watch?v=-sOdV4ogxqg

    6.1 White-Black

    Caleb Durwald's League:

    https://www.channelfireball.com/vide...acy-bomberman/

    Anuraag Das's Legacy Challenge:

    https://www.twitch.tv/videos/157798525

    7.0 Further Reading

    Tanaka's Mikito's blog post detailing the deck (Japanese):

    http://mtgkmc.blog.fc2.com/blog-entry-500.html

    AngelBaka's detailed reddit post outlining White-Black card choices:

    https://www.reddit.com/r/MTGLegacy/c..._an_effective/
    Last edited by ChemicalBurns; 03-27-2018 at 08:04 AM.

  2. #2
    Member
    Wanderlust's Avatar
    Join Date

    Jan 2006
    Location

    Boulder, CO
    Posts

    259

    Re: Chalice Bomberman/Bomberman Stompy



    I've been a fan of Shimmer Myr, as it allows us to win in our opponent's upkeep with Bomberman infinite mana combo + a bauble (we can crack LED in response to all of the bauble triggers in their upkeep to make the mana to cast Shimmer Myr, loop LEDs for infinite mana on their turn, and kill them with Ballista then and there.) Since Legacy is often decided by a single turn, I think it's worth the slot. Granted, it's mediocre outside the combo, but at least its 2/2 flash body opens up interesting surprise blocking lines and beats down.

    As I mentioned in the other thread, I'm not convinced Monastery Mentor is actually better than either Trinket Mage or Imperial Recruiter here. I'm currently playing a build that still runs 4 of each of the tutors and 0 Mentors and have been very happy (24 match wins to 7 losses in sanctioned paper events so far). To elaborate further on some problems I see with Mentor: it turns on our opponent's -1/-1 effects (Golgari Charm, Dread of Night, Engineered Plague, etc.) and can be a lackluster draw later in the game once we've already deployed all of our Baubles/Opals etc. and are running out of gas. This is a deck that goes hellbent sometimes. Mentor doesn't thrive in that environment. Trinket Mage and Imperial Recruiter don't care if we are hellbent and only get more powerful as the game goes longer - they are always gas on their own, whereas the power level of Mentor can be swingy, especially in a deck full of slow cantrips that make it hard sometimes to piece together a lethal Mentor turn.

    Also, it seems strange to me to not play any Engineered Explosives main, especially when running Trinket Mage. It's pretty good under the Bomberman combo. And in addition to its everyday applications like killing Insectile Aberrations, Eidolons of the Great Revel, etc., EE is an answer to an opponent casting Chalice on 0 (EE can be cast with X>0 with colorless mana sources and still have sunburst 0).

    Also, Meddling Mage is really well supported in this deck by the information provided by Baubles. It's been an all-star for me so far. I'm currently running 1 in the main as a Recruiter target and the rest in the board, but could imagine moving more to the main. (Note that I'm running a mana base with fewer City of Traitors and more colored sources that then lists in the opening post.)

    With the red splash, Sudden Demise is a great sideboard option for the current meta.

    Finally, I'm curious: why aren't there artifact lands in any of the lists in the opening post?
    Last edited by Wanderlust; 06-28-2017 at 11:52 PM.

  3. #3

    Re: Chalice Bomberman/Bomberman Stompy

    Quote Originally Posted by Wanderlust View Post


    I've been a fan of Shimmer Myr, as it allows us to win in our opponent's upkeep with Bomberman infinite mana combo + a bauble (we can crack LED in response to all of the bauble triggers in their upkeep to make the mana to cast Shimmer Myr, loop LEDs for infinite mana on their turn, and kill them with Ballista then and there.) Since Legacy is often decided by a single turn, I think it's worth the slot. Granted, it's mediocre outside the combo, but at least its 2/2 flash body opens up interesting surprise blocking lines, beats down, and can turn Chalice of the Void into a surprise counterspell.
    Looks interesting and definitely is a sweet inclusion. I wonder if it's necessary - I get that vs. fast combo drawing your deck in their upkeep isn't the greatest (and maybe that's where it's sideboardable, so you can go off on a low resource base) but I guess that's why I'm playing Lodestone Bauble in my lists.

    Quote Originally Posted by Wanderlust View Post
    As I mentioned in the other thread, I'm not convinced Monastery Mentor is actually better than either Trinket Mage or Imperial Recruiter here. I'm currently playing a build that still runs 4 of each of the tutors and 0 Mentors and have been very happy (24 match wins to 7 losses in sanctioned paper events so far). To elaborate further on some problems I see with Mentor: it turns on our opponent's -1/-1 effects (Golgari Charm, Dread of Night, Engineered Plague, etc.) and can be a lackluster draw later in the game once we've already deployed all of our Baubles/Opals etc. and are running out of gas. This is a deck that goes hellbent sometimes. Mentor doesn't thrive in that environment. Trinket Mage and Imperial Recruiter don't care if we are hellbent and only get more powerful as the game goes longer - they are always gas on their own, whereas the power level of Mentor can be swingy, especially in a deck full of slow cantrips that make it hard sometimes to piece together a lethal Mentor turn.
    That seems really odd to me, because honestly this deck feels more like a Mentor Stompy deck at times rather than Bomberman. Turn one or two Mentor into cantrips has led to incredibly easy wins in my current experience, especially against most of the fair decks (Delver, etc.). And I don't think running out of gas is an issue - Auriok Salvagers, even when not comboing, provides continuous gas if we can find him. Salvagers + Mentor without any combo, just recurring Petals/Baubles, leads to a really powerful grind plan.

    And honestly, if the opponent is boarding in Dread of Night etc, I wouldn't stress about that too much. That may stop the Mentor plan, but the deck still has a huge amount of angles to be able to beat the opponent and make those cards not that impressive. We can still make a giant Mentor through a Dread when comboing anyway.

    Also, what is your mana base looking like to support UWR? I honestly am not a fan of my dual-coloured mana base so far, it can feel very shakey at times.

    Quote Originally Posted by Wanderlust View Post
    Also, it seems strange to me to not play any Engineered Explosives main, especially when running Trinket Mage. It's pretty good under the Bomberman combo. And in addition to its everyday applications like killing Insectile Aberrations, Eidolons of the Great Revel, etc., EE is an answer to an opponent casting Chalice on 0 (EE can be cast with X>0 with colorless mana sources and still have sunburst 0).
    I'm not running Trinket Mage main currently, but yeah I do agree with you, it's a really powerful, flexible option to have in the main, especially since we can recur it.
    .
    Quote Originally Posted by Wanderlust View Post
    Also, Meddling Mage is really well supported in this deck by the information provided by Baubles. It's been an all-star for me so far. I'm currently running 1 in the main as a Recruiter target and the rest in the board, but could imagine moving more to the main. (Note that I'm running a mana base with fewer City of Traitors and more colored sources that then lists in the opening post.)
    Meddling Mage sounds sweet in the blue splash versions, I'll add it to the OP. It definitely adds credit to the Probe/Bauble's information usage. I only fear its somewhat awkward casting cost, but I'm sure the mana base can be accommodated for it.

    Quote Originally Posted by Wanderlust View Post
    Finally, I'm curious: why aren't there artifact lands in any of the lists in the opening post?
    Metalcraft isn't a huge issue, I feel, and our mono-coloured sources being Wasteland prone is kind of frustrating. It's also not great when you have a SB Magus of the Moon plan. But I don't think it's wrong at all to take the mana base that way.

  4. #4

    Re: Chalice Bomberman/Bomberman Stompy

    I have been speaking with Elton a bunch about this deck lately. Have mainly been on the blue splash with trinket mage main, echoing truth and venser side. Spoke with him how I am not a fan of ethersworn side, but I do think that Lodestone Golem could have a home in the side somewhere to hinder combo and provide an even better clock too. Also not a fan of leyline, lately in general I am not a fan. Leyline is neat if its in your opener, but a dead draw, and most decks expect it or surgical to take apart your yard so they bring in bounce spells or kill spells for it. I much prefer Faerie Macabre. The fast reanimator decks cannot deal with it, belcher cant deal with it, and it can buy you some time vs lands and other decks trying to ramp up with loam.

    Notable tournaments with the deck from me:
    2nd place EW satellite event
    4th place EE silver event

    I can write up tournament reports and my matches, sideboard choices, and all of that later if there is interest. I spoke with Elton about wanting to try black, I had picked up magus of the will and did want to test it, but I think something we both talked about was replacing a bauble with infernal tutors to just always have value. Also regarding sideboard I really like Ensnaring Bridge as a two of. Deals with the bigger decks and some of the faster unfair decks.

    Also, Thank you for writing a primer! I saw this deck randomly online and loved it, I still catch people off guard with some plays like:
    Me "I would like to shortcut and represent infinite mana"
    Opponent "sure"
    Me "I will crack urza's bauble and look at a random card in your hand 40 times and draw 40 on your upkeep"
    Opponent "Wait...what"

  5. #5

    Re: Chalice Bomberman/Bomberman Stompy

    Quote Originally Posted by bonkotsu View Post
    I have been speaking with Elton a bunch about this deck lately. Have mainly been on the blue splash with trinket mage main, echoing truth and venser side. Spoke with him how I am not a fan of ethersworn side, but I do think that Lodestone Golem could have a home in the side somewhere to hinder combo and provide an even better clock too. Also not a fan of leyline, lately in general I am not a fan. Leyline is neat if its in your opener, but a dead draw, and most decks expect it or surgical to take apart your yard so they bring in bounce spells or kill spells for it. I much prefer Faerie Macabre. The fast reanimator decks cannot deal with it, belcher cant deal with it, and it can buy you some time vs lands and other decks trying to ramp up with loam.

    Notable tournaments with the deck from me:
    2nd place EW satellite event
    4th place EE silver event

    I can write up tournament reports and my matches, sideboard choices, and all of that later if there is interest. I spoke with Elton about wanting to try black, I had picked up magus of the will and did want to test it, but I think something we both talked about was replacing a bauble with infernal tutors to just always have value. Also regarding sideboard I really like Ensnaring Bridge as a two of. Deals with the bigger decks and some of the faster unfair decks.

    Also, Thank you for writing a primer! I saw this deck randomly online and loved it, I still catch people off guard with some plays like:
    Me "I would like to shortcut and represent infinite mana"
    Opponent "sure"
    Me "I will crack urza's bauble and look at a random card in your hand 40 times and draw 40 on your upkeep"
    Opponent "Wait...what"
    I've been preaching like crazy to L10 about this a bunch too. Really keen to take to take it for a real spin this week after jamming it a bit online.

    Would love to hear how your tournaments have gone and how you feel about a lot of the matchups/sideboard options. The part of the deck that has impressed me the most has been the power of the fair plan, and hence why I've looked to Imperial Recruiter to more easily access the grind engine that Salvagers is. Having a powerful hatebear sideboard plan also feels really excellent, especially Magus who has bailed me out a bunch, and this rules out Lodestone as anti-combo creature of choice, at least for me.

    I like the idea of Faerie a lot, and maybe looping Crypt is just too cute. Speed indeed is of the essence against the recent Reanimator lists.

    Ensnaring Bridge also sounds pretty neat, but I'm very much about Mentor beatdown which it doesn't really synergise with. I do like us ignoring Decay on it thanks to Salvagers simply resurrecting it though.

  6. #6
    Member

    Join Date

    Aug 2014
    Location

    New Jersey
    Posts

    208

    Re: Chalice Bomberman/Bomberman Stompy

    Quote Originally Posted by ChemicalBurns View Post
    Ensnaring Bridge also sounds pretty neat, but I'm very much about Mentor beatdown which it doesn't really synergise with. I do like us ignoring Decay on it thanks to Salvagers simply resurrecting it though.
    Are you implying we can get back Ensnaring Bridge with Salvager?

  7. #7

    Re: Chalice Bomberman/Bomberman Stompy

    Okay so first tournament report was also my first time piloting this deck
    List:
    http://eemagic.com/findDeck.php?play...=17-04-9258469

    Only difference was sideboard -3 faerie -1 echoing truth +4 leyline.

    Food Chain 1-2
    Game 1: Mentor Pain train. I turn 1 chalice, turn 2 mentor, vomit my cheerios keeping one back for next turn pump, draw some cards on upkeep, and kill him next turn.
    Game 2: This one was rough, I respect the potential surgical and I am familiar enough with the deck to know what to board in, what messed me up was missing a bauble trigger. STUPID. I didn't put a dice on my deck or anything to remember, and missed the 1 card to win. I didn't respect a mindbreak early on and lost one LED, the extra card was sadly LED.
    Game 3: I folded to a bunch of hate. Chalice got countered, LED got hit by surgical (I didn't leave 1 more mana up to double recur), and Needle hit Salvagers. A sad start and my fault on the loss.

    Grixis(4c) Delver 2-0
    Chalice decks always feel the same, like I am going to crush these decks playing 1 cmc cards
    Game 1: Chalice gets countered, next turn uncounterable mentor, make a bunch of monks, come in next turn for some damage.
    Opponent is confused and more worried about mentor, fantastic.
    Game 2: Turn 1 mentor (risky) gets countered, have probe in hand and the combo to lodestone bauble them out, probe for safety, have the clear, go for the upkeep kill.

    ANT 2-0
    Have I talked about how I always play chalice in Legacy? Card is great.
    Game 1: Keep a slower hand but has the turn 1 chalice. Chalice on 1, setup some early damage with mentor and ballista, eventually find the piece I need to combo off.
    Game 2: Unfortunately I know he is on ANT, I bring in Leyline and echoing truth(in case of gobs). Start with leyline, chalice comes a little later, Eventually mentor beat down plan was all I needed.

    BUG Delver 2-0
    So there was this artifact printed in Mirrodin, seemed okay at the time, then came the SOL lands which let you play it turn 1 for value, its name.... Chalice of the Void.
    Game 1: Hand is tomb, cavern, chalice, salvagers, some baubles. Snap keep. Shoot the J with a chalice which gets hit by FoW. Next baubles reveal LED on my upkeep with a petal. Go for the combo, drew 20 on his upkeep with urza's bauble, kill you next turn.
    Game 2: I bring in EE and Ratchet bomb just in case, lead with a basic plains, pass. Next turn cavern on human, petal, mentor, vomit cheerios, kill you two turns later with monk madness

    Reanimator 2-0
    I will stop preaching about Chalice, but come on... its great.....
    Game 1: I keep a really strange hand knowing what he is on, I expect end step entomb to play around chalice, and them exhume and I lose. He starts with delta, pass. Okay I am right so far. I draw a probe, neat. Probe you, see what you got. Yup, he has it all, cant give him another turn, but no FoW! I start with tomb, petal, mox, LED, play salvagers, crack LED discarding my ballista, go off turn 1. This is super rare but I lost my mind being able to do it.
    Game 2: I feel like I have enough hate as long as I dont get hit by turn 1 somehow. On a mull to 5, hand is cavern, petal, priest, mentor, bauble. Well on the draw I cant ask for more. Cavern on human, petal, bauble, pass. End step he entombs G Banger. On his turn he reanimates targeting Griseldaddy. In response crack petal, cast uncounterable priest, he loses life and the demon supreme gets exiled. Priest beatdown was enough after that.

    Cut to top 4

    Semi final rematch, Food Chain 2-1
    Game 1: I know the only thing to fear in the main are forces and thats it, just go ham and combo off as soon as I can.
    Game 2: I keep a slower hand and get punished by him having what he needs to combo off.
    Game 2: Chalice for 1 resolving tells me he isnt doing anything for 3 turns and has no force, but I fear mindbreak. I go on slow beats with ballista and mentor, he plays some birds eventually and is able to keep me at bay, eventually I try to go off with Double LED and get there with massive mentor and tokens.

    Finals Tin Fins 1-2
    Game 1: Mentor beats and chalice are too much for the deck to recover
    Game 2: I open with leyline, throw down a chalice, he passes for a turn or two giving me time to start some pressure, he casts serenity, pops my stuff, goes off on his turn
    Game 3: This one got me, aint even mad. On the play I keep turn 1 chalice on 1 with some baubles. Sure. Chalice for 1, play some cheerios pass. His turn, fetch badlands, float black, cast Crash target chalice sacrificing badlands, entomb, shallow grave, go off. GG

  8. #8

    Re: Chalice Bomberman/Bomberman Stompy

    EW Satelite event: 4th place

    Round 1 Oops 2-0
    Game 1: Opponent leads with Chancellor trigger, use a bauble to get rid of the trigger, probe to see what he is working with, see he only has 0 drops. Say screw it, chalice on zero. He scoops.
    Game 2: He didnt sideboard anything in, so no Belcher game 2, bring in Faerie macabre and priest. Play some baubles, chalice on 0, pass. Opponent passes a few turns, as do I waiting on a threat. He attempts to go off, I macabre with the DR target.

    Round 2 Food Chain 2-1
    Game 1: I get the combo pretty fast, I know game 1 all they have is FoW
    Game 2: Lose this one due to bird beats and decent control. I couldnt manage to deal with him just having a bunch of birds turn 3.
    Game 3: My combo gets disrupted with a mindbreak, but I have a ton of mana in sol lands, a mentor, a salvagers, and a ballista. I end up winning with another top deck ballista, attack for damage here and there, and both ballistas fire off in his face.

    Round 3 Elves 2-0
    Game 1: He has a slow start, but a potential turn 3 NO into big idiot, I chalice then play a ballista on 2, killing his arbor and elf leaving him with only a cradle. Combo off in a turn.
    Game 2: Unfortunate, opponent takes a loss due to deck registration error

    Round 4 Burn 1-2
    Game 1: Eidelon is a pain. He wasn't sure what my deck did or anything so after I chalice on 1, i get beat down by swiftspear eidelon.
    Game 2: Turn 1 chalice, he suspends a rift bolt, i play a plains and pass, he plays eidelon, i disenchant, next turn i urza's bauble 40 times to kill him on my next turn, will post about this at the end.
    Game 3: I am fairly certain I miss played during this game but I dont remember when. Either way eidelon and me missing a piece cost me the game

    Round 5 Maverick 2-1
    Game 1: Combo goes off without a hitch turn 2
    Game 2: Opponent waste locks me, and makes a 20/20 for the early kill
    Game 3: I had a massive army of mentor tokens, ballista, and a salvagers, no LED but I would recur baubles and petals to keep triggering mentors. I swing in for over 34 damage, had my opponent done 1 thing slightly different on his turn, he could have decayed my chalice, made a 20/20, blocked a big mentor and swords his 20/20 killing me on the swing back. He saw the line but messed up his mana horribly

    Semi Finals Eldrazi 0-2

    Game 1: He knows what I am on, main deck is less great vs squids, he leads with chalice on 0, i fight the mid range fight but he can out value me without me being able to slow cantrip.
    Game 2: I keep a decent hand with double trinket mage to get what I need, opponent has a hand of temple, tomb, jitte, tks tks tks surgical. He wins.....


    Urza's bauble shortcut:
    So this issue came up. I tell my opponent I am casting urza's bauble 40 times to draw 40 cards and see 1 card at random from his hand 40 times, ask him if he wants to shortcut and show me his hand. We had a judge sitting next to us all match because my opponent did not understand my deck. He explains technically we cannot shortcut because there is a chance that all 40 triggers could technically see the same card, but if we randomize his hand 40 times it will take us to time. I ask my opponent if he wants to show me his hand to save time, he says yes which is more so "free information" than it is a "shortcut." Now the issue here is if your opponent has a hand of 3 lands and 3 nonland cards, if you actually randomly looked at 1 card a time then there is a decent chance you could see the land a bunch of times, in this case it was 3 mountains. The only option to make this line faster is to explain what is going on to your opponent, and hope they just decide to show you their hand. Otherwise, you will be rolling or choosing randomly 40 times....

  9. #9

    Re: Chalice Bomberman/Bomberman Stompy

    What I am testing for now:

    4x Monastery Mentor
    4x Walking Ballista
    4x Auriok Salvagers
    2x Magus of the Will

    4x Urza's Bauble
    4x Lodestone Bauble
    4x Lotus Petal
    4x Mox Opal
    4x Chalice of the void
    4x Infernal Tutor
    4x Lion's Eye Diamond

    4x Cavern of Souls
    4x Ancient Tomb
    4x City of Traitors
    4x Plains
    2x Scrubland

    SB
    3x Disenchant
    2x Containment Priest
    2x Ensnaring Bridge
    2x Orzhov Pontiff
    1x Engineered Explosives
    1x Ratchet Bomb
    2x Phyrexian Revoker
    2x Battle at the Bridge

  10. #10

    Re: Chalice Bomberman/Bomberman Stompy

    Quote Originally Posted by itrytostorm View Post
    Are you implying we can get back Ensnaring Bridge with Salvager?
    Yeah this I why I shouldn't post at 2.00am > _ <

  11. #11

    Re: Chalice Bomberman/Bomberman Stompy

    Sideboarding:

    Now this is up for debate but it is what I have been having success with

    Death and Taxes
    This match is miserable. If Thalia hits the field it is an uphill battle, if you can out value them fast enough you may be able to get there. Use Ballista to shoot revoker and thalia as much as possible.

    +1 EE +1 Ratchet Bomb +2 Containment Priest +2 Disenchant
    -4 Probe -2 Trinket Mage

    Delver
    No changes, I never feel unfavored when playing against delver with a chalice deck, they have to stop chalice and work on your threats before they can bother with their own.

    ANT
    Chalice is great
    +4 Leyline if you run it or +3 Faerie Macabre, +1 Ratchet bomb/EE for gobs
    -4 Probe -2 Trinket Mage if needed

    Eldrazi
    This is a very good reason why I want Ensnaring Bridge
    +2 Disenchant +2 Echoing Truth
    -4 Chalice

    Turbo Lands
    +2 Echoing truth +3-4 Graveyard hate piece
    -4 Probe -2 Trinket Mage

    RG Lands
    +2 Disenchant +3-4 Graveyard hate
    -4 Probe -2 Trinket Mage

    Burn
    +2 Disenchant +1 EE +1 Ratchet Bomb
    -4 Probe

    Food Chain
    +2 Disenchant
    -2 Trinket Mage

    Will write some more, but as you notice my usual cuts are Probe and Trinket mage.

  12. #12

    Re: Chalice Bomberman/Bomberman Stompy

    Quote Originally Posted by bonkotsu View Post
    Sideboarding:

    Now this is up for debate but it is what I have been having success with

    Death and Taxes
    This match is miserable. If Thalia hits the field it is an uphill battle, if you can out value them fast enough you may be able to get there. Use Ballista to shoot revoker and thalia as much as possible.

    +1 EE +1 Ratchet Bomb +2 Containment Priest +2 Disenchant
    -4 Probe -2 Trinket Mage

    Delver
    No changes, I never feel unfavored when playing against delver with a chalice deck, they have to stop chalice and work on your threats before they can bother with their own.

    ANT
    Chalice is great
    +4 Leyline if you run it or +3 Faerie Macabre, +1 Ratchet bomb/EE for gobs
    -4 Probe -2 Trinket Mage if needed

    Eldrazi
    This is a very good reason why I want Ensnaring Bridge
    +2 Disenchant +2 Echoing Truth
    -4 Chalice

    Turbo Lands
    +2 Echoing truth +3-4 Graveyard hate piece
    -4 Probe -2 Trinket Mage

    RG Lands
    +2 Disenchant +3-4 Graveyard hate
    -4 Probe -2 Trinket Mage

    Burn
    +2 Disenchant +1 EE +1 Ratchet Bomb
    -4 Probe

    Food Chain
    +2 Disenchant
    -2 Trinket Mage

    Will write some more, but as you notice my usual cuts are Probe and Trinket mage.
    I think D&T is a matchup we really have to address somehow with pretty radical sideboarding - EE and sideboard Plows sound like an amazing plan against them. I'd cut Chalice against them as well as our worst cantrips (Probe in your list, Lodestone Bauble in mine). I also think Jitte is a great card against them and really adds another dimension to our plan of attack.

    Eldrazi similarly feels like a pain, since they have Chalice on zero, Leyline, Thorn - Disenchant is really overworked. I guess in red splash Wear // Tear is an option but seems a bit ambitious to cast. Again, SFM may be a good plan against this kind of matchup again.

    I'm surprised you're cutting Mage so often - the splashed tutors feel like they gain a lot of power post-board when they can tutor up powerful bullets.

  13. #13

    Re: Chalice Bomberman/Bomberman Stompy

    I tried out the deck for the first time today. I played a smaller local paper tournament. Finished with a record of 3-1. Not really big enough to mean anything. I usually like playing on mtgo but I don't think this combo is suitable there since you can't shortcut anything.
    Matches:
    2-0 BR reanimator
    1-2 RG Lands
    2-0 Grixis Tezzerator
    2-0 Grixis Delver

    I didn't like the idea of playing gitaxian probe with chalice of the void much, or the fact that if you crack all your baubles you usually turn your own mox opal off, so I tried out a slightly more artifact heavy build and I liked it. Might try a "stock" list some other time.

    This was the decklist I went with:

    Maindeck:
    3 Ancient Den
    4 Seat of the Synod
    4 Ancient Tomb
    4 Cavern of Souls
    3 Tundra

    4 Lion's Eye Diamond
    4 Lotus Petal
    4 Mox Opal

    4 Thoughtcast

    4 Chalice of the Void
    4 Urza's Bauble
    4 Mishra's Bauble
    1 Lodestone Bauble
    1 Walking Ballista
    1 Shimmer Myr
    2 Trinket Mage
    4 Monastery Mentor
    4 Auriok Salvagers
    1 Engineered Explosives


    Sideboard:
    2 Ethersworn Canonist
    2 Containment Priest
    2 Disenchant
    2 Swords to Plowshares
    1 Echoing Truth
    1 Venser, Shaper Savant
    1 Karakas
    4 Tormod's Crypt

  14. #14
    Site Contributor
    GiveMeYourOil's Avatar
    Join Date

    Mar 2013
    Location

    Lyngby, Denmark
    Posts

    22

    Re: Chalice Bomberman/Bomberman Stompy

    Quote Originally Posted by bonkotsu View Post
    What I am testing for now:

    4x Monastery Mentor
    4x Walking Ballista
    4x Auriok Salvagers
    2x Magus of the Will

    4x Urza's Bauble
    4x Lodestone Bauble
    4x Lotus Petal
    4x Mox Opal
    4x Chalice of the void
    4x Infernal Tutor
    4x Lion's Eye Diamond

    4x Cavern of Souls
    4x Ancient Tomb
    4x City of Traitors
    4x Plains
    2x Scrubland

    SB
    3x Disenchant
    2x Containment Priest
    2x Ensnaring Bridge
    2x Orzhov Pontiff
    1x Engineered Explosives
    1x Ratchet Bomb
    2x Phyrexian Revoker
    2x Battle at the Bridge
    Would love to hear how its performing :) ?
    "At the end of the day though, this deck is about trolling the format. If Daze helps you with that, go for it. TinFins isn't about a decklist, it's about a state of mind."

  15. #15

    Re: Chalice Bomberman/Bomberman Stompy

    Quote Originally Posted by GiveMeYourOil View Post
    Would love to hear how its performing :) ?
    I will post testing later. Tomorrow is game night for legacy (EE Bronze) then I will be testing here and there between other formats.

    Another consideration I had was going a little more ham with mentor tokens by cutting some number of salvagers and LED for Dark Confidant. Your curve is super low so it should be fine, but also even more draws (bob goes through leovold) to vomit cheerios and make mentor great again.

  16. #16

    Re: Chalice Bomberman/Bomberman Stompy

    Morning all,

    I've been experimenting a bit with Abbot of Keral Keep in a white/red build. IMHO, Abbot helps to make Salvager-less LED draws slightly better while providing another win condition under Salvagers/LED. Also, I was having trouble thinking of another card for four slots in my list. We do run a lot of 0 CMC artifacts so in theory Abbot with no free mana can be ok. Mishra's Bauble can check what the Abbot is going to hit, too, which appeals to the Timmy in me.

    Here's the latest list:

    4 Cavern of Souls
    4 Arid Mesa
    3 Plateau
    1 Plains
    4 Ancient Tomb
    2 City of Traitors

    4 Petal
    4 Lion's Eye Diamond
    3 Mox Opal

    4 Urza’s Bauble
    4 Mishra’s Bauble
    2 Lodestone Bauble

    4 Chalice of the Void

    4 Abbot of Keral Keep
    2 Imperial Recruiter
    4 Monastery Mentor
    4 Auriok Salvagers
    3 Walking Ballista

    SB:
    3 Faerie Macabre
    2 Containment Priest
    2 Ethersworn Canonist
    2 Swords to Plowshares
    1 Aegis of the Gods
    1 Devout Witness
    1 Disenchant
    1 Karakas
    1 Magus of the Moon
    1 Nahiri, the Harbinger


    Thus far I've jammed about six rounds online -- one two-man and one league -- going 5-1. Slightly weird meta. Beat Elves, ANT, ANT, Tin Fins, UG Stasis, but lost to Pox (?!?).

    As Nicklas says, the combo is a real PITA to execute online. I had a turn 2 or 3 Lodestone/Salvagers/LED combo in one match, but wouldn't have had enough clock time to actually mill my opponent out so had to settle for drawing 10 cards and passing the turn, then killing with Salvagers/LED/Ballista the following turn (which still took about 5 minutes).

  17. #17

    Re: Chalice Bomberman/Bomberman Stompy

    Report from today's weekly. Went 3-1, very easily could've been 4-0 if things fell a little nicer.

    Round 1 vs. Aluren

    Game 1: A really good bit of back and forth. I have Ballista and Chalice on one, while my opponent has Shardless Agent and a Deathrite pressuring me. I've seen he has Aluren in hand from some earlier Baubles. I draw a Salvagers at some point and slam it, passing the turn. My opponent taps out for Aluren... I have one card in hand Imperial Recruiter. I Recruiter at EoT for a Mentor I cast. I make a Monk army with Salvagers reviving trinkets + Mentor and it overwhelms my opponent's board.

    +2 Disenchant
    +2 Magus of the Moon
    +1 Nahiri, the Harbinger
    -2 Lion's Eye Diamond
    -1 Mox Opal
    -2 Lodestone Bauble

    Game 2: My opponent starts with pre-game Leyline of the Void. No comboing for me, I suppose. I have Canonist, cantrips and a Chalice in my hand. I turn one the Chalice and it soon gets Decayed. I hold Canonist for when my opponent goes for Aluren, having bricked for many turns and flooding out. I eventually have to jam it. I draw Nahiri at some stage but I'm so behind on board that I don't think it matters. She gets Forced anyway.

    Game 3: A sweet game. I turn one Ballista, turn two Mentor in to a bunch of Monks and start slamming. He eventually Deluges me, I shoot him with Ballista and my Monks die. I cast a Ballista on two, my opponent has DRS. Attack with Ballista and tank hard... I have Disenchant in case my opponent goes for Aluren, but I can also tap low for the Salvagers I just drew (sadly cannot turn on Metalcraft for the Opal that is sitting around which would give me requisite 2 mana). I opt to kill the DRS, cutting him off mana for potential Aluren and jam Salvagers. Make them have it! My opponent Deluges me again, but I draw... Monastery Mentor! I play a cantrip rock and make a Monk. My opponent is at 5. I have one card in hand, the Disenchant I've been holding. I draw Chalice that I cast on two, pumping up the team and kill my opponent. My opponent show me Aluren, Harpy and Parasitic Strix in hand. Well.

    Round 2 vs. BUG Delver

    I start on fetch Plains, cycle Lodestone Bauble. My opponent turn one DRSes. I play Tomb, Petal, Lion's Eye Diamond, Salvagers. And then kill him. Well then.

    +2 Swords to Plowshares
    +2 Magus of the Moon
    +1 Nahiri, the Harbinger
    -2 Lion's Eye Diamond
    -3 Lodestone Bauble

    Game 2 the power of basic Plains was great here. I fetch only Plains, beating a Wasteland I see from a Bauble. On turn one I cycle Lodestone, he casts a big Goyf turn two off his DRS and Trop. I fetch another Plains and slam Chalice. My opponent Dazes. My opponent slams another Goyf and things are looking grim... But I have the combo in hand. I have one turn to push through countermagic, so I slam another Chalice into a another Daze, not playing my Tomb this turn, seeing the Wasteland. He attacks me, and next turn I combo out with his countermagic run out.

    Round 3 vs. ANT

    Game 1 I turn one Chalice off a Petal and my opponent goes off a little prematurely, fearing me killing him. He dies to his Ad Nauseam.

    -1 Auriok Salvagers
    -4 Ballista
    +2 Ethersworn Canonist
    +2 Tormod's Crypt
    +1 Faerie Macabre

    I like cutting Ballista, dunno about trimming one Salvagers. Maybe just cutting a Lodestone Bauble is better.

    Game two I have turn one Canonist into turn three Mentor beatdown. Sadly my opponent Chain of Vapors my Canonist and then I die the turn after.

    Game 3 is a sad one. I have everything - Chalice, Canonist and cantrips - and start off strongly. But I brick on any extra pressure. My opponent sits there doing nothing while I cycle cantrips finding more lands. He eventually draws Hurkyl's Recall, bounces my board and I die - with two LEDs in hand ready to either combo kill or feed a Mentor. Alas.

    Round 4 vs. Grixis Delver

    I Cavern and Lodestone Bauble. My opponent plays a DRS. I Tomb, Petal, LED, Salvagers. Booooom and they're dead. Note that if my LED got forced, I'd be in trouble here since I didn't have an extra source of White mana to combo with next turn.

    +2 Swords to Plowshares
    +2 Magus of the Moon
    +1 Nahiri, the Harbinger
    -2 Lion's Eye Diamond
    -2 Lodestone Bauble
    -1 Mox Opal

    Game 2 my opponent starts on fetch go, I slam turn one Chalice. He Pierces. I have a second in hand. He passes back again after making a land drop, I play another Tomb and my second Chalice, he turns his Daze into a Shock and Chalice is in the house. My Plow in hand looks kinda sad when my opponent casts a Gurmag Angler that starts the beats. Luckily, I'm able to assemble my mana effectively and cast Nahiri, the Harbinger, exiling Angler! I find Magus after ticking her up next turn and full lock out my opponent. I find LED through my loots and eventually Nahiri ultimates to find Salvagers and combo out. Booooooom!

    In short, the deck felt incredible and only when it drew dead (like any Stompy deck) did it feel lacklustre. There's a lot of interesting tensions to play around with - when to cycle trinkets or when to hold them for Mentor, etc. Still note sure on the sideboarding, but I do like trimming down to 3 Mox Opal to start with. Maybe replacing it with an Ancient Den, maybe something else. Multi-Opal hands feel absolutely atrocious at times, especially when Metalcraft can be hard to achieve at times and hence turning them into pseudo-Lotus Petals isn't even an assured thing.

    Sideboard worked like a charm and I really loved Nahiri. Although a small sample, she did exactly what I wanted and her flexibility was much appreciated.

  18. #18

    Re: Chalice Bomberman/Bomberman Stompy



    Caleb's new list featuring Days' Undoing. I'm not convinced but...

  19. #19

    Re: Chalice Bomberman/Bomberman Stompy

    Went 3-0 for our legacy game night

    Round 1 : Bug Delver 2-0

    Game 1
    I keep early chalice hands with pontiffs, chalice on 1 turn 1, gets forced, attempt to do it again, it sticks. He gets me down to 8 with a flipped delver and nothing but 1 drops in hand. I eventually combo off with lodestone bauble.

    Game 2
    -2 Pontiff +2 EE
    Again go for the turn 1 chalice, gets countered. Next turn play an uncounterable mentor, dump my hand of cheerios, draw a bunch of cards. Next turn play salvagers, pass. Turn after I chain some lotus petals to make my guys huge and overrun him.



    Round 2 : UB Standstill 2-0

    Game 1
    He plays land, pass. I turn 1 chalice, it resolves. Tells me he doesnt have much going on in hand. Play a mentor, also resolves, vomit some cheerios, overrun him in two turns.

    Game 2
    -2 Pontiff -2 Infernal Tutor +4 Bob
    He plays island, pass. I turn 1 uncounterable bob, he plays a factory, standstill, pass. Bob hits sol land, draw for turn is salvagers. Cast salvagers (uncounterable) popping his standstill, double LED into combo with lodestone bauble. Opponent had a FoW and surgical in hand, wasn't sure at what point to try to disrupt. I think no matter the situation I either kill him my turn or my next through his hate.



    Round 3 : Dragonstompy (red prison midrange) 2-1

    Game 1
    Opponent knows what I am on, leads with chalice on 0, follows into moon, chandra, bridge. Get Fiery Confluenced out.

    Game 2
    -4 Chalice -2 Pontiff -2 IT +4 Bob +2 EE +2 Disenchant
    Opp mulls to 6. I lead with ancient tomb into ballista for 1. Opponent turn 1 moons me, I play a land, LED, opal, cast mentor, make a few tokens. After some back and forth opponent attempts to volcanic fallout me, i disenchant his chalice on 0 to get mentor out of range, kill next turn.

    Game 3
    Opp has turn 1 chalice on 0 and not much else for a few turns. I keep a slower hand but had turn 2 bob turn 3 mentor. Hit the basic plains with bob, cast mentor. Overrun with mentor and tokens in two turns.


    After some talking I think I am cutting IT for Bob, freeing up some sideboard space. IT was great in some games, but my friend explain just jamming bob can produce misplays on my opponents ends such as improper spot removal or fighting over the wrong pieces. I really want to add a 3rd disenchant to the side, also bridges.

  20. #20

    Re: Chalice Bomberman/Bomberman Stompy

    List for Reference



    4x Monastery Mentor
    4x Walking Ballista
    4x Auriok Salvagers
    2x Orzhov Pontiff

    4x Urza's Bauble
    4x Lodestone Bauble
    4x Lotus Petal
    4x Mox Opal
    4x Chalice of the void
    4x Infernal Tutor
    4x Lion's Eye Diamond

    4x Cavern of Souls
    4x Ancient Tomb
    4x City of Traitors
    4x Plains
    2x Scrubland

    SB
    2x Disenchant
    2x Containment Priest
    2x Engineered Explosives
    4x Dark Confidant
    2x Ethersworn Canonist
    1x Battle at the Bridge
    2x Faerie Macabre

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)