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Thread: Urza Stompy

  1. #1

    Urza Stompy

    Urza Stompy

    Haven't seen a thread around yet. I don't pretend to know a ton about this deck, and the thoughts below are mostly what I gained from experience via the reps I do have. Come together all you Chalice & Urza lovers!



    So far, we've mostly seen two versions around of the Urza Stompy deck: (1) a more mid-range centered version with Oko, and the Thopter Foundry / Sword of the Meek combo, and (2) a more speed all-in version that attempts to do ridiculous fireworks with Echo of Eons (and Narset), which mainly keeps to Mono U.
    Personally, I've mostly tested the EoE/Narset version, a deck that feels strong but fragile. It attempts to either completely play its own game - if allowed - under a Chalice of the Void, or throws down must-answer haymakers where at some point, you refill your hand with EoE and gain the advantage. Thanks to all who've exchanged thoughts on this deck, special shoutout to the Discord group. This post is not all my own view - it includes and portrays views of all others who contributed in discussions regarding our beloved pet deck. Now on with it.

    Resources



    The essence of the deck
    The most important essence of this deck is Chalice of the Void: the entire deck is and has to be build keeping it in mind. All card choices are based on the single restriction: playing cards with CMC = 1 is going to be counter-productive. This comes at the cost of realistically not being able to play high value cards like Lightning Bolt, Swords to Plowshares, Brainstorm, Ponder, Preordain, Fatal Push, Thoughtseize, etc. Specifically in regards to the cantrip suite, this also means that unless you have other ways of stacking/searching your deck, every card you draw, matters. Besides, knowing CMC = 1 spells should entirely be skipped, the deck can take advantage of that knowledge and move on to a whole higher mana cost tier of power. Enter, haymakers. This is not very different from the idea of Mono Red Stompy, that mostly attempts to throw down lock + haymaker e.g. Chalice / Blood Moon + Goblin Rabblemaster / Chandra / Karn via ramping sol lands and mana rocks.

    Due to the very nature of the deck, Chalice decks work really well with ramping, i.e. sol lands and other ramping because it's essential to get Chalice down on T1. This already means that you'll be running 0 mana rocks. This is where the other part of the deck's namesake comese from: Urza, Lord High Artificer! Urza plays incredibly well with a lot of artifacts in play, and specifically Chalice as that's a card you want to keep around, and doesn't tap on its own. Urza wins games by itself, and does honour to the legend within the game being a true Haymaker. At least when they finally printed the guy, boy did they make him impressive!

    The irony of the deck is that it is a Chalice deck that's weak to Chalice. Karn, the Great Creator definitely helps with that and besides his flesh-and-bones-buddy Urza, is another 4 mana threat that can close the game by himself.

    Modern Horizons was released, and with it came Urza and Echo of Eons. It was hyped, perhaps overhyped, and never really seemed to have left the fringe of being a meme deck.

    Enter, a semi-hyped card from the last set of 2019: Emry, Lurker of the Loch.


    Emry is really, really strong in this deck and is ironically upfront - essentially, this lurker allows you to play a "CMC = 1" card in a Chalice deck and moreover, fits perfectly with the flavour of the deck providing extra resilience. She often comes down in T1, not rarely with a Chalice immediately by her side. Sol land, Petal, Chalice, Emry is a hot play, and the order of first, determining a spell's cost and then activating mana abilities, to finally then pay for the spell, means that Emry's cost gets decreased by the petal that'll pay for her. Literally. But Emry is not too shabby to drag it out of the graveyard again next turn, and Emry even allows for plays with 1 petal in the graveyard and 1 sol land in play to get Urza/Karn down in 2 turns, regardless of other draws. She's an awesome fit.

    Whereas the Oko version attempts to play more fairly / less risky with a possible combo finish (the crippling Mycosynth Lattice / Sword of the Meek+Thopter Foundry, possibly with Urza for infinite life & tokens), the Echo of Eons version rather attempts to from T1 on, threaten Mind Twist and overwhelm the opponent with what that card advantage would mean.

    Oko, Baleful Strix, Thopter Foundry/Sword of the Meek
    Played by e.g. "Musasabi" MTGO: https://magic.wizards.com/en/article...-28#musasabi_-

    Example decklist:

    Planeswalker (6)
    4 Karn, the Great Creator
    2 Oko, Thief of Crowns

    Creature (13)
    4 Baleful Strix
    4 Emry, Lurker of the Loch
    1 Sai, Master Thopterist
    4 Urza, Lord High Artificer

    Instant (5)
    1 Force of Negation
    4 Force of Will

    Artifact (16)
    4 Chalice of the Void
    1 Dimir Signet
    2 Lotus Petal
    4 Mishra's Bauble
    3 Mox Opal
    2 Thopter Foundry

    Land (20)
    4 Ancient Tomb
    3 Island
    4 Polluted Delta
    4 Seat of the Synod
    1 Swamp
    2 Tropical Island
    1 Underground Sea
    1 Vault of Whispers

    Sideboard (15)
    1 Force of Negation
    1 Oko, Thief of Crowns
    2 Abrupt Decay
    1 Engineered Explosives
    2 Ensnaring Bridge
    1 Liquimetal Coating
    1 Mycosynth Lattice
    1 Mystical Dispute
    1 Sorcerous Spyglass
    1 Sword of the Meek
    2 Tormod's Crypt
    1 Walking Ballista


    Oko, Thopter Foundry / Sword of the Meek - the good, the bad, the ugly
    TBD

    Echo of Eons, Narset
    Played by e.g.
    "Perfection" MTGO: https://magic.wizards.com/en/article...4#perfection_-
    "LeMasters" MTGO: https://magic.wizards.com/en/article...28#lemasters_-

    Example decklist:

    Planeswalker (8)
    4 Karn, the Great Creator
    4 Narset, Parter of Veils

    Creature (8)
    4 Emry, Lurker of the Loch
    4 Urza, Lord High Artificer

    Sorcery (4)
    4 Echo of Eons

    Artifact (23)
    4 Chalice of the Void
    3 Lion's Eye Diamond
    4 Lotus Petal
    4 Mishra's Bauble
    4 Mox Opal
    4 Urza's Bauble

    Land (17)
    4 Ancient Tomb
    2 City of Traitors
    4 Seat of the Synod
    7 Snow-Covered Island

    Sideboard (15)
    1 Lion's Eye Diamond
    2 Defense Grid
    1 Ensnaring Bridge
    2 Flusterstorm
    1 Liquimetal Coating
    1 Mycosynth Lattice
    1 Mystic Forge
    2 Mystical Dispute
    1 Tormod's Crypt
    1 Walking Ballista
    1 Witchbane Orb
    1 Wurmcoil Engine


    Other sideboard card considerations
    Krosan Grip / Abrade: if you feel Null Rod / Stony Silence / Collector Ouphe is particularly hurting you, these aren't bad choices to add. With 8 mana rocks for any colour, this usually isn't an issue.
    Ghirapur Aether Grid: an amazing card against DnT / Elves / Goblins matchups.


    Echo of Eons, Narset - the good, the bad, the ugly
    This deck can be incredibly fast. Are you on the draw, facing a T1 Griselbrand? That's okay, you can still be fine with a T1 EoE into Karn into Bridge. Even without Narset in play, throwing a forced mulligan at your opponent can create really weird situations for them - which is sometimes a gamble, true.. weigh your odds in the specific matchup - it's even better if you're able to EoE twice in the same turn, putting you essentially at at least 7 cards of advantage. T1 Urza with a lock piece in play? Yes please! Mind Twisting an opponent and having a crazy luxury of doing whatever you want, drawing 7 and vomiting out your hand on the board, turning them sideways with Urza to get that random Karn from your deck for free? Giggle in fake embarrassment while your opponent stares at you blankly as an old dad being forced to _still_ watch the NYE fireworks at 5 AM. While the deck is fit to shine when it's allowed to play magic, it is naturally well positioned against blue and has the flexibility to adjust playstyles accordingly depending on what you're facing.

    While the deck can be incredibly fast, but the deck is in essence, fairly creature light. This means that heavy & fast creature decks can put you in the dilemma of either playing planeswalkers early without much protection, or not getting some value out of them and risk being trampled before you can protect them. Furthermore, due to the interactions between the cards and the setup necessary to get so much value out of EoE, you are playing some sub-par cards (Narset, tons of mana rocks, baubles) that can play out weirdly if you aren't able to find them together. You'll find times that you're forced to get rid of a lotus petal to play a Narset, to find nothing, passing the turn and seeing her killed by an Elk. This interaction between the cards that _can_ indeed be explosive, also means that the deck feels pretty rigid in its main-deck card choices, so I've found. Any changes seem to cause friction and take away the grease that the deck needs to pull off the stunt - and who knows whether this is the ceiling already and if so, is it high enough to be competitive in Legacy?

    Matchups
    Currently, almost all of this is courtesy of Discord user Zaracias. Thanks for putting this together man! I do not necessarily agree with all choices, but it's just to get an idea & get the discussion starting. Generally it's good to shave some Baubles.

    UR Delver: Well, chalice on 1 is a good point to start, especially in game 1, they have most of the time only 1 abrade MD so they won’t be able to deal with everything. Bridge is also good, narset cut all the cantrip nutshit they have with dreadhorde.
    PW even if very good are hard to put in play against decks with so much counterspells and wasteland so I make some unorthodox cuts. They also have Null Rod in side now. The Echo combo is a little bit less strong and not as strong early, so you don't necessarily want to get it immediately. EoE works wonders against Dreadhorde Arcanist though. 1 Engineered explosives is amazing to get rid of delvers and some other stuff on 3 like oko or plague engineer on thopter. Recursive explosives is really good with emry.
    +2 Defense grid
    +2 Ghirapur Aether Grid
    +2 Abrade
    -1 Echo of Eons
    -1 Narset, Partner of Veils
    -1 Karn, The Great Creator
    -2 Urza's Bauble
    -1 Lotus Petal

    Grixis Delver: Kind of the same as for UR Delver. They have discard too and gurmag. Sai, as in every Delver MU is really good if it sticks.
    +2 Defense grid
    +2 Ghirapur Aether Grid
    +2 Abrade
    -1 Echo of Eons
    -1 Narset, Partner of Veils
    -1 Karn, The Great Creator
    -2 Urza's Bauble
    -1 Lotus Petal

    RUG Delver: Same as the others, just be aware that they have Oko so it may be harder.
    +2 Defense grid
    +2 Ghirapur Aether Grid
    +2 Abrade
    -1 Echo of Eons
    -1 Narset, Partner of Veils
    -1 Karn, The Great Creator
    -2 Urza's Bauble
    -1 Lotus Petal

    Death & Taxes: Kind of easy MU, depends on your hand but the goal is to empty their hand as fast as possible. Aether Grid shines here as almost all their threats have 1 toughness.
    -4 Chalice of the void
    +2 Abrade
    +2 Ghirapur Aether Grid

    BG Depths: This MU would be terrible with bomberman but it is one of the easiest with this deck. Hexmage can trouble our chalices and Sai is key in the MU. Karn on Bridge is good but access to decay and trophy can easily change that. Be careful that they might play Plague Engineer in side for your thopters and ouphe.
    -4 Chalice of the Void
    +2 Abrade
    +2 Ghirapur Aether Grid


    GW Depthd: This MU is a little different than the BG version as they ton mess with Chalice and have a lot more one drop. They also have access to gaddock MD that can mess with us cutting karn and echo. Ooze can also be a pain, that's why I cut some graveyard cards.
    -1 Emry, Lurker of the Loch
    -1 Echo of Eons
    -1 Lotus Petal
    -1 Urza's Bauble
    +2 Abrade
    +2 Ghirapur Aether Grid

    Miracles: It is, in my experience, a really good MU. They’ll counter your, 2-3 first turns and then if you kept narset echo for the last threat they are doomed. I actually have a 85,72% of win rate against this MU (Bant or not). They have almost no pressure so we are not in a hurry to cast spells turn 1.
    -2 Lotus Petal
    -1 Mox Opal
    -1 Emry, Lurker of the Loch
    +2 Defense Grid
    +2 Ghirapur Aether Grid

    Grixis Control: Same as miracle, most of the time I found that control MU are good, even better when they only have 4 FoW as you vomit your hand really quick and they have nothing more to discard (expect an EoE sometimes). They can’t deal with Aether Grid and the fewer count of counterspell plus the fact that they destroy artifact easily makes Defense grid no so optimal in this MU but still makes them play ritual style so kind of cut snap kolagans early on.
    -2 Lotus Petal
    -1 Mox Opal
    -1 Emry, Lurker of the Loch
    +2 Defense Grid
    +2 Ghirapur Aether Grid

    BUG Control: One of the hardest control deck to play against in my opinion. They can deal with every permanent, if an Oko sticks on the board it can be really messy and they can just decay your narset in response to an EoE to get full value. Karn for sorcerous spyglass on Oko is one of the key play if you can do it, even in preventive.
    -2 Lotus Petal
    -1 Mox Opal
    -1 Emry, Lurker of the Loch
    +2 Defense Grid
    +2 Ghirapur Aether Grid

    ANT: One of the easier if not the easiest MU. They are soft to chalice, karn, narset and can’t counter us so…. let’s go.
    -1 Saheeli, Sublime Artificer
    -1 Saï, Master Thopterist
    +1 Tormod’s Crypt
    +1 Echoing truth

    TES: Same as ANT. They are weaker to chalice on 0 and K3 than ANT because of Mox Opal and wishclaw talisman. They are also faster so don’t keep a hand that do nothing on turn 1. Previously hate grave was really bad but new lists rely on echo so tormod’s can help and truth against tokens even if they play it really rarely now, at least you can sort of bounce they permanents in response to an echo to mess with their mana but meh...
    -1 Saheeli, Sublime Artificer
    -1 Saï, Master Thopterist
    +1 Tormod’s Crypt
    +1 Echoing truth


    4C Loam: Very hard MU, has all chalices MU. They also have ouphe, gaddock, thalia, Tabernacle, all the cards we love, even leyline of the void. Engineered Explosives is great to get rid of Chalice on 0 recursivesly. Together with Karn, you'll have 5 main deck answers.
    -1 Urza's Bauble
    -4 Chalice of the void
    +2 Abrade
    +1 Echoing truth
    +2 Ghirapur Aether Grid
    +1 Engineered Explosives

    BR Reanimator: Race. that’s all.
    -1 Engineered Explosive
    +1 Tormod’s Crypt

    Hogaak: This is a fairly easy matchup - they don't have enough interaction and you can pretty much steamroll over them. Chalice blocks Looting, Therapy, Gravecrawler, Hedron Crab, etc. Just be aware they'll probably be packing Leylines post-board - shouldn't be a huge issue.
    +X Tormod's Crypt
    -X Urza's Bauble



    Echo of Eons
    Q: How often do you hardcast EoE ? I mean, i often face the situation of urza + led on board, 7/8 mana available, no cards in hand, draw EoE. You crack LED to cast EoE from grave and maximize the amount of mana when your hand is refilled ? Or you start by hardcasting to have two EoE but less mana?
    This totally depends on the situation. Do you have a Narset in play? How many cards does your opponent have in hand? Have they shown to answer your threats? Do you have a reason to believe they're out of gas right now?

    Of course, drawing 7 and having 3 more mana available is big. In the turn you EoE, you typically want to continue rolling to avoid passing the turn and having your opponent get a go at their fresh new toys. Having extra mana is really important there. So the question may rather be, what are you trying to achieve keeping that LED around? What value is it going to give you, even in the situation that EoE may be countered? To answer the last question: the goal shouldn't be casting as many EoEs as possible, your goal should be to do nutty things after you cast EoE. Evaluate from that point of view.

    So in general, 3 extra mana after EoE is preferrable to casting EoE for the 2nd time, even if both situations will come up as the better choice now and then.
    Of course something like EoE into narset into EoE is beautiful. That can happen. Here however, we're talking about EoE after Urza so you're already in a pretty good spot.

    Q: [In general] if you have the choice between hardcasting echo or spinning urza which do you do?
    Again, it really depends on the situation. If you have more cards in hand than opponent, you know they don't really have anything useful, and they don't have a must-answer X now, then spinning Urza would be a good idea. It's pure advantage straight out of the deck without risk, the only downside possible: there being a better play.
    EoE on the other hand is by its chaotic nature, risky. You want to avoid taking unnecessary risk here - you don't _have_ to cast EoE. In situations with more urgency, EoE could make more sense to get rid of threatening cards they likely have in hand, for a chance that they don't.

    It's important to read the situation. You may be able to see that Urza resolved, isn't dead yet, so in that case your opponent is in top-deck mode to get rid of Urza / ignore urza and beat you faster. Depending on how well they could be doing on that second option, then again, it sounds like just spinning Urza is better.
    You'd want to avoid playing EoE without Narset just because you feel you have to. Whether or not to cast EoE depends a lot on what your opponent could gain by it, and how that compares to you. If you have 3 in hand and they have 6, EoE would be the better idea in general (of course, unless you have a karn on the board and it's not dead yet for some reason. you have urza on the board, and it's not dead yet, for some reason - no answers?).





    Enjoy playing games with Urza, the real and only planeswalker, not restricted to only one silly stupid action-per-turn, the one and only who really controls the elements!
    Last edited by Daize; 01-09-2020 at 01:31 PM.

  2. #2
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    Weapon X's Avatar
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    Re: Urza Stompy

    The thread was called Emry stompy here. It’s a page back.
    The Parfait Meta-Game

  3. #3
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    Re: Urza Stompy

    Both Urza and Emry are strong.

    I also brewed an Emry Stompy/Underworld Breach storm hybrid deck in the Underworld Breach thread (similar to the Narset+Echo list). It's the only time you can play both Storm and MD Chalice of the Void!

  4. #4

    Re: Urza Stompy

    Quote Originally Posted by Weapon X View Post
    The thread was called Emry stompy here. It’s a page back.
    Link to the old thread http://www.mtgthesource.com/forums/s...90-Emry-Stompy

  5. #5

    Re: Urza Stompy

    Ah, it was a deck even before Emry was printed. Also, I like my pseudo-primer more ;-).

    Ran the following list into a 3-1 finish at the locals yesterday.
    Won: 4C-Loam, TES, Stasis
    Lost: LED Dredge

    Planeswalker (8)
    4 Karn, the Great Creator
    4 Narset, Parter of Veils

    Creature (8)
    4 Emry, Lurker of the Loch
    4 Urza, Lord High Artificer

    Sorcery (4)
    4 Echo of Eons

    Artifact (23)
    4 Chalice of the Void
    3 Lion's Eye Diamond
    4 Lotus Petal
    4 Mishra's Bauble
    4 Mox Opal
    4 Force of Will

    Land (17)
    4 Ancient Tomb
    2 City of Traitors
    4 Seat of the Synod
    7 Snow-Covered Island

    Sideboard (15)
    1 Lion's Eye Diamond
    2 Defense Grid
    1 Ensnaring Bridge
    1 Liquimetal Coating
    1 Mycosynth Lattice
    2 Mystical Dispute
    2 Tormod's Crypt
    1 Walking Ballista
    1 Witchbane Orb
    1 Wurmcoil Engine
    1 Engineered Explosives

    4C-Loam can be difficult depending on their build, but the FoWs actually came pretty handy here to get rid of the most important cards. Also Urza into Urza was a bit too much for my opponent there. LED Dredge feels difficult if they're off to a good start, especially with Leylines. I wonder if it's a good idea to side out some of the more graveyard oriented cards against decks that are likely to side in leyline, but not sure what would go in besides Tormod's Crypt and perhaps EE.

  6. #6

    Re: Urza Stompy

    I've been playing this archetype for a few weeks now

    This is my latest list, still deciding if the glimmervoids are worth it, I like the extra sb options they provide


    I can give a card by card breakdown later if people want it, but at Daize's request, I'll just focus on matchups for now.

    Cards to watch out for:
    • Leyline of the Void
    • Rest in Peace
    • Stony Silence
    • Collector Ouphe
    • Null Rod
    • Chalice of the Void
    • Karn, the Great Creator
    • Thalia, Guardian of Thraben


    Tl;dr: gy hate, null rods, and chalice on 0 hurt.

    If you stick to mono blue, your outs to these are mostly just Echoing truth, but if you're willing to splash a bit, either through glimmervoids or through your artifacts, the number of outs does go up. Fair warning that artifact mana is turned off by the null rod effects, so unless you run glimmervoid/spire of industry, you're SOL on casting that krosan grip.

    In terms of good matchups, we have a few:

    Any deck extremely vulnerable to chalice on 1: This includes 4c miracles and others. If you can land a chalice with force backup and keep oko off the table, these are pretty clean matchups to take out.

    Graveyard decks: Echo of eons empties the yard, so decks like gaak and dredge can get beaten up pretty hard behind chalice and a well timed echo.

    As for decks to watch out for:

    12 Post: They're resistant to our chalices, they can chalice on 0 back at us, and they often run karn maindeck. This is a painful matchup, it basically boils down to getting Karn out before them and locking them out with it.

    Lands: Chalice on 1 and 2 are helpful here, but wasteland and port can flatten us very very quickly.

    Taxes: If you can get a ghirapur aether grid out vs them then this matchup is pretty easy, but if you don't manage to get it out fast, you're still vulnerable to their wastelands, ports, thalia, and possible sb enchants.

    Delver: This is a pretty even matchup since chalice on 1 is so good, but if they're on the play and get delver out turn 1, it can be difficult to stabilize.


    Feel free to ama anything about my list or any other specific matchups.

  7. #7

    Re: Urza Stompy

    Quote Originally Posted by NegativeRainbow View Post
    I've been playing this archetype for a few weeks now

    This is my latest list, still deciding if the glimmervoids are worth it, I like the extra sb options they provide


    I can give a card by card breakdown later if people want it, but at Daize's request, I'll just focus on matchups for now.

    Cards to watch out for:
    • Leyline of the Void
    • Rest in Peace
    • Stony Silence
    • Collector Ouphe
    • Null Rod
    • Chalice of the Void
    • Karn, the Great Creator
    • Thalia, Guardian of Thraben


    Tl;dr: gy hate, null rods, and chalice on 0 hurt.

    If you stick to mono blue, your outs to these are mostly just Echoing truth, but if you're willing to splash a bit, either through glimmervoids or through your artifacts, the number of outs does go up. Fair warning that artifact mana is turned off by the null rod effects, so unless you run glimmervoid/spire of industry, you're SOL on casting that krosan grip.

    In terms of good matchups, we have a few:

    Any deck extremely vulnerable to chalice on 1: This includes 4c miracles and others. If you can land a chalice with force backup and keep oko off the table, these are pretty clean matchups to take out.

    Graveyard decks: Echo of eons empties the yard, so decks like gaak and dredge can get beaten up pretty hard behind chalice and a well timed echo.

    As for decks to watch out for:

    12 Post: They're resistant to our chalices, they can chalice on 0 back at us, and they often run karn maindeck. This is a painful matchup, it basically boils down to getting Karn out before them and locking them out with it.

    Lands: Chalice on 1 and 2 are helpful here, but wasteland and port can flatten us very very quickly.

    Taxes: If you can get a ghirapur aether grid out vs them then this matchup is pretty easy, but if you don't manage to get it out fast, you're still vulnerable to their wastelands, ports, thalia, and possible sb enchants.

    Delver: This is a pretty even matchup since chalice on 1 is so good, but if they're on the play and get delver out turn 1, it can be difficult to stabilize.


    Feel free to ama anything about my list or any other specific matchups.
    I like 2-3 Teferi + 2-3 Karakas MD as general solutions to pretty much everything.

  8. #8
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    Re: Urza Stompy

    Cheers for the primer! It's pretty nice to have, browsed through it and it was pretty useful for me.

  9. #9

    Re: Urza Stompy

    I just went ahead and wrote a full deck tech of my build on Reddit, has some more details about all of my card choices and whatnot: https://www.reddit.com/r/MTGLegacy/c...h_echo_stompy/

  10. #10

    Re: Urza Stompy

    Quote Originally Posted by Tucane View Post
    I like 2-3 Teferi + 2-3 Karakas MD as general solutions to pretty much everything.
    I don't really like Karakas maindeck since it isn't really the best mana source, but I do like it in the sideboard.

    As for Time Raveler, I could see it being good, I'll have to experiment with it to see if I really like it, I have my apprehensions given that he's 3cmc and doesn't really synergize with anything, he's just there for protection.

  11. #11

    Re: Urza Stompy

    I've been playing the deck some time and I like it, but often I feel that I'm doing a lot and at the same time nothing. Wouldn't it be a possibility to incorporate white for the bomberman combo? This together with Urza makes infinite mana and draw your deck and a possibility to kill extremely fast. I'm thinking about cutting 2 baubles and shaving a narset, an echo, An Emry (or an Urza) and a Karn for 4 Salvagers and 2 T3feri. Ofcourse the manabase also has to be adapted.
    White opens up some nice SB options. Just an idea...

  12. #12

    Re: Urza Stompy

    Thanks for the feedback in general guys!

    Inserting Bomberman is an interesting idea - the issue I personally have with Salvagers is that it's an expensive, bad card. With Teferi, I have the same issue as NegativeRainbow described. Knock yourself out though, there's a bit of flexibility here by removing e.g. baubles / FoW / Sai. I've been testing a bit with Oko, and he's definitely a haymaker that provides for an amazing extra & relatively cheap way to control the board and win the game against fair decks.

    It's understandable that the deck sometimes feels like you're not doing much. I think a lot goes into reading your opponent and trying to see whether you should go fast and destructive (also self-destructive), or slow and go for more value. The goal really isn't to EoE, EoE is a tool to give you an advantage.



    Thinking about the good & bad matchups, I feel Oko definitely helps as an alternative route against Ouphe / Null Rod (and Stony Silence) / Teeg. FoW definitely helps in the game against unfair decks (e.g. Reanimator, Hogaak, SnT). I've been trying out 4 FoW main, 2 Oko SB, I'll get back on this.

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