View Full Version : UR Dragonstompy
klaus
12-18-2008, 04:57 PM
>Edited<
So I've been working on that UR DemigodStompy deck lately.
I've come to some conclusions already, but I can't say whether this list (even if further optimized) is superior to regular Dragon Stompy decks.
It does have better ComboMUs (Trinket Mage-> Chalice, Needle, Crypt)
It might have slightly better Control MUs (CA: Thirst4 Knowledge, Demigod- could be added to regular DS, too though)
With the current settings the aggro MU should be weaker. This is partially compensated by the Demigod combo, though, which Aggro is less likely to disrupt.
"Insert Deckname Here"
Mana suite:
4 Volcanic Island
4 Ancient Tomb
4 City of Traitors
1 Bloodstained Mire
1 Wooded Foothills
3 Izzet Signet---------------mana fixing for Moon effects
4 Seething Song
4 Chrome Mox
(-25-)
Threats:
4 Magus of the Moon
4 Demigod of Revenge
4 Gathan Raiders
3 Rakdos Pit Dragon
2 Sword of Fire and Ice
1 Umezawa's Jitte
4 Simian Spirit Guide
(-22-)
Disruption:
4 Trinisphere
4 Chalice of the Void
(-8-)
CA, CQ:
4 Thirst for Knowledge
1 Compulsive Research
(-5-)
SB:
3 Tormod's Crypt
3 Shattering Spree
2 Trinket Mage (=4 Needles, 5 Crypts, 6 Chalices)
2 Pithing Needle
1 Umezawa's Jitte
1 Engineered Explosives
3 Pyrokinesis
---
Cards and stuff I considered but somewhat discarded:
- Electrolyze
- Force of Will (alongside more blue cards)
- Cascade Buffs (getting RR for Demigod and UR for Fire/Ice...)...maybe good as a 2of?
- Shocklands (evading Stifle, Extirpate on Volc)
- Tezzeret
- Propaganda (Jitte is more versatile)
- Basic Island and Mountain
- Compulsive Research
- Complicate (for real!)
- Fire/Ice that card is cool, but there's no room, probably.
- BloodMoon
- ENgineered Explosives
- other Dragon Stompy stuff
- other Faerie Stompy stuff
Thanks 4 reading and now...
...DISCUSS!
rockout
12-18-2008, 05:51 PM
First of, I want to say the idea of playing intuition turn 1 and playing demigod turn 2 into 15 points of damage is insane.
Second, the mana base seems clunky with all kinds of different fetchlands.
Would it be possible to go with a SB that complete transforms to faerie stompy with force of will/daze?
Powder Keg instead of Pryoclasm?
All in all, I think the deck looks like an awesome idea.
klaus
12-18-2008, 07:54 PM
... the mana base seems clunky with all kinds of different fetchlands.
Every single fetchland goes for Volcanic Island. I didn't go for, say, 3 Deltas to evade Extirpates and Haunting Echoes.
Would it be possible to go with a SB that complete transforms to faerie stompy with force of will/daze?
It would. But it wouldn't make a lot of sense.
Powder Keg instead of Pryoclasm?
The only other card that I'd take into consideration as a viable alternative would be Pyrokinesis
All in all, I think the deck looks like an awesome idea.
THX. I appreciate it.
---
What do you guys think of -3 Fetchlands +3 Cascade Buffs?
Their ability to transform the UR signet mana into RR to cast Demigod seems tempting.
Then again, you don't want them in your opening hand, so 1-2 maybe? ..and 1-2 Steam Vents, I guess - this deck hates getting land stifled more than most other decks.
Pulp_Fiction
12-19-2008, 04:35 AM
2x Trinket Mage just seems kind of worthless. The other creatures you run, aside from Magus) are geared toward Aggro. I really like Thirst for Knowledge in the deck and think it needs that. Probably replace Trinket Mage and the lone Pithing Needle with 2x Serendib Efreet/Sea Drake OR Mulldrifter. Either of those would make the inclusion of blue worthwhile. Then cut Pithing Needle for Jitte or Sword of Light and Shadow.
Although the ability to fetch out Needle, Chalice and SB cards is cool, as a 2x of I think Trinket Mage just makes the deck weaker. He is a terrible attacker and doesn't have that BAM impact that the creatures of Dragon Stompy do. You have to deal with Arc Slogger, Pit Dragon, and the Raiders immediately. I certainly think those 2 slots should be utility so I think Mulldrifter would be the way to go. But Serendib Efreet would also be a spectacular inclusion.
Suprise Force of Will in the SB could be good but the blue card count is to low for that.
Since you are playing blue AND Stompy you absolutely have to have Propaganda in the SB. It is to effective in stopping savage aggro to not include.
Nihil Credo
12-19-2008, 07:44 AM
There is a very prominent design conflict between seven Hellbent beaters and Thirst for Knowledge, plus the Demigods which will usually sit in your hand until you get either Song or five coloured lands. I would say, either switch to non-Hellbent threats (hmm, Juggernaut? The Faerie Stompy guys are the best, but don't get pumped out by SSG/Song) or find a way to filter cards that won't break your Hellbent (no idea on this... Attunement? Bottled Cloister?).
Cascade Bluffs sucks with Tomb/City, btw.
frenchy-man
12-19-2008, 10:50 AM
errr
No sea drake ?? it is probably one of the best stompy beater...
Also not playing Trini MD and playing hellbent creatures (when thirst totally goes against hellbent) seems to be a mistake.
Faerie Stompy creatures >> Dragon Stompy creatures. If you're going to do this, I'd run Faerie Stompy creatures with Dragon Stompy disruption. I'd also run a Mox Diamond mana base instead of signets.
Lands: 22
4x Volcanic Island
3x Polluted Delta
2x Flooded Strand
5x Island
4x Ancient Tomb
4x City of Traitors
4x Magus of the Moon
4x Sea Drake
4x Serendib Efreet
4x Trinket Mage
4x Pestermite
2x Simian Spirit Guide
2x Blood Moon
4x Chalice of the Void
4x Mox Diamond
4x Force of Will
2x Equipment
Although I don't see how this is better than either Faerie Stompy or Dragon Stompy.
FoolofaTook
12-19-2008, 12:16 PM
The Trinket Mage's really don't make a lot of sense. There are only five MD targets for them and you'd really like all five to land in the first turn or two.
The UR Stompy theme is one that I have been working on for a long time and it's really hard to get the right balance between blue draw and immediate disruption. I like the idea that rockout had about Intuitioning into 3x Demigod of Revenge and then smacking for fifteen on turn two. That turns some of the blue draw into an early kill condition and helps resolve some of the lack of synergy between filtering and killing very fast.
The other piece that is problematic in a UR Stompy theme is the Simian Spirit Guides. They're great when you are holding a 2 mana land and a Moon effect in hand at the start, however they don't power any of the blue spells in the deck and so they can also create a stagnancy in the opening hand that should not be there. Picture having your accelerated start be: Simian Spirit Guide, Ancient Tomb, Trinket Mage or Intuition as an example. Down the road you get the opportunity to actually cast the SSG's and have them carry a SoFI for you but at the start they are a mixed blessing.
This is the build that I worked on for awhile before abandoning it because of inconsistency:
Mana
4x Simian Spirit Guide
4x Mox Diamond
4x Flooded Strand
4x Polluted Delta
4x Ancient Tomb
4x City of Traitors
3x Volcanic Island
3x Island
Disruption
4x Chalice of the Void
4x Magus of the Moon
4x Trinisphere
Clock
4x Sea Drake
4x Serendib Efreet
4x Gathan Raiders
4x Rakdos Pit Dragon
2x Platinum Angel
No draw at all and only two awkward cards to have in hand at the start. The theory was that with 12 disruption and 16 acceleration combined with 26 potential damage sources it would all be there in most opening hands. Didn't work out that way.
klaus
12-19-2008, 08:42 PM
thx 4 your feedback!
Getting hellbent hasn't been a problem for me in testing, don't forget that early Thirsts discard 2 cards mostly (Demigod + x if possible).
I don't buy that "FS guys >> DS guys thing". Raiders is insane with Demigod as a discard outlet other than Sea Drake and Efreet it blocks Tarmogoyf during the early stage of the game, don't forget that racing happens via Demigods and require some setting up.
Actually you can view the basic strategy as stalling (Chalice, Trini, Moon, chump blocking), until Demigod eats face, which he will do ultimately if you survive the midgame.
Trinket Mage has 9 targets in the MD Chrome Moxen being worthy targets, too.
I'll consider cutting him for good, making room for the 4th 3sphere and a Jitte.
--updated the starting list--
You listed under pros that this deck is solidly better against combo, but weaker against aggro. I posit this: Dragon Stompy already wrecked combo like no ones business, but lost to random jank aggro quite often. Why weaken the bad matches and strengthen matches that are already incredibly one-sided?
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