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Thread: Building a green Stompy

  1. #1
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    paK0's Avatar
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    Building a green Stompy

    Ok, this deck is still new (only about 50 matches, mostly on MWS) and i think that posting it to hear some thoughts might help me to improve it, because im really bad at figuring out the exact number of cards to play =).

    Decklist:

    4 Ancient Tomb
    13 Forest
    1 Dryad Arbor

    4 Tarmogoyf
    4 Tinder Wall
    1 Progenitus
    4 Iwamori of the Open Fist
    4 Elvish spirit Guide
    3 Garruk Wildspeaker

    4 Natural Order
    4 Chrome Mox
    4 Trinisphere
    4 Chalice of the Void
    4 Sword of Fire and Ice
    2 Umezawa's Jitte

    Sideboard:
    3 Krosan Grip
    4 Tormod's Crypt
    2 Choke
    3 Vexing Shusher
    3 Thorn of Amethyst


    The Sekeleton is the same with the other Stompy decks, shutdown, Mana acceleration and a fast clock. This Deck is really straightforward and tries to overwhelm the opponen before he can settle up.

    Manabase:
    4 Ancient Tomb
    1 Dryad Arbor
    13 Forest
    4 Chrome Mox
    4 Tinder Wall
    4 Elvish Spirit Guide

    The lands explain themself, but not the absence of City of Traitors. While the City is quick Mana indeed, the Tomb is more reliable and i dont really wanna run too much colourless Mana sources, because a lot of cards require GG. Maybe it is possible to squeeze 1 or 2 in, but i was NEVER happy with having 4 in playtesting, and right now i dont really miss them.

    Chrome Mox is fast Mana and auotinclude in the Stompy decks, same goes for the Spirit Guide.

    Tinder Wall. This Card is fuckin amazing. It blocks lackey, it speeds up your game, it feeds Natural Order and Tarmogoyf. Im always happy to see these, they did a great job during testing and i don't wanna miss em.



    Wincons:
    4 Tarmogoyf
    4 Natural Order
    4 Iwamori of the Open Fist
    3 Garruk Wildspeaker

    Ill get to Tarmo first:
    He is not THAT great here, since you can hardly fuel him yourself. He shines against ThreshThreshThreshThreshThresh, TA and decks that play him themselves but he is more of a secondary Wincondition. I often pitch him to Chrome Mox or Natural Order and im still thinking of the possibility to swap him out for Mana Elves, but im not sure yet.

    Natural Order did well during the tests, Progenitus can kill an unprepared opponent fairy easy whil being resilent to spot removal.

    Garruk is another nice buddy, he can provide a clock and help you to drop high-counter-Chalices later on. If he stays he is likely to win you the game.

    Iwamori is just a solid beater, and the drawback is nonexistent most of the time.

    The Beaters are all solid, but not as great as a Pit-Dragon, who can go in for 16 damage or so sometimes and they lack some evasion, but i have found them sufficent most of the time. I necer liked Call of the Herd, i tried it but was not satisfied. If anyone has other suggestions feel free to offer them.

    Shutdown:
    4 Trinisphere
    4 Chalice of the Void

    Some play just 3 Spheres, but i think they are to good to not include them as a 4-of. If you can drop them turn 1 while on the play Tempotresh, Ta and Eva Green will cry in pain :P.

    Chalice is another gamewinner. Dropped at the right cost they can make a third of an opponents deck dead. They are one of the few cards that may be useful in midgame, if you have a clear idea what you opponent is up to they can be set to the win condition.


    EQ

    4 Sword of Fire and Ice
    2 Umezawa's Jitte


    Pretty standard choices. Jitte might be the best Equipment ever printed but i still split them 2/4 in favour of the Sword, because it makes your critter better instantly so they can battle opposing Tarmogoyfs, and they draw cards, which can turn around a game if you couldnt kill them to early. Ive won some games just because i could sneak through 1 or two critters with a sword and the extra cards gave the advantage needed.


    Sideboard
    3 Krosan Grip
    4 Tormod's Crypt
    2 Choke
    3 Vexing Shusher
    3 Thorn of Amethyst

    Still not done, however this is the one that im testing right now and im quite satisfied with it.

    The thing is that I think I overadressed the matchups where my opponents play blue, its NOT that much of a bigh deal, because a lot of Top Tier decks include blue, but still there are some blind spots on that. I hate to play against Tendrils, but postboard i think you can call the matchup quite favourable, same goes for Ichorid. Goblins is a cakewalk on the play and doable on the draw, mb i more card in the sideboard? Atm im most concerned about Stax and creature heavy Zoo decks. Merfolk seems hard but doable with tight play. I could hardly test against these.


    Nuff for the moment, i might write more later, but i really wanna hear some opinions first =). Matchups will come as soon as i get the sideboard figured out entirely.
    Last edited by paK0; 06-14-2009 at 11:35 AM.

  2. #2

    Re: Building a green Stompy

    This deck is almost exactly as elephant stompy (or natural stompy). There is another thread with that name where you can find how to delevelop a deck like this one. I tested it but green doesn´t provide as any distuption so i have to forget about it.

  3. #3

    Re: Building a green Stompy

    Check out the Elephant Stompy thread (towards the back, the OP is woefully out of date.)

  4. #4
    Smarter than your average Bear Deck
    Mystical_Jackass's Avatar
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    Re: Building a green Stompy

    I always loved rushwood elemental "back in the days"... prolly wouldn't work as well in the stompy deck you're using.. back then it was Llanowers/Fyndhorns, elvish pipers, defense of the heart, etc with thorn elemental, silverback, rushwood, verdant force.. = P

    Green could make a cool stompy, problem is no one seems to find a way to take advantage of the two things green does best, 1) trample; 2) mana acceleration. IMO, if you're gonna go as far as using chrome mox, ancient tombs, spirit guides, etc. you might as well use cards like kodama's reach or wood elves and shoot for the 5-6cc spells, go above and beyond what red or blue stompy can do. Obviously natural order sorta does this too, but with a drawback.
    May your suffering equal your weakness
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  5. #5
    XIII
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    Re: Building a green Stompy

    The problem with the "land into play" stuff is that it isnt the perfect play.

    On the perfect draw i wanna drop a valid lockdown on turn one (Trinisphere or Chalice) and then follow up with a thread on turn 2.

    The more mana sources you set up, the more you prepare for a midgame. The problem is that this deck sucks in midgame =). The only way you can win in this state is either an highly active Sword or a Garruk that helps you to drop high counter chalices that shut down key spells. Still i'd rather focus on a quick win since this is where you get most of your wins from.


    Ok, i posted a sideboard, comments are always welcome =).
    Last edited by paK0; 06-14-2009 at 11:37 AM.

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