eq.firemind
06-25-2009, 07:50 AM
This deck is the experimental black chalice aggro filled with some nice synergys that will give you something you really want in Stompy-type decks: Card Advantage.
There were some attempts to make a viable Black Stompy and I was always interested in Chalice Aggro archtype and here is another try.
Lands (18)
14 Swamp
4 Ancient Tomb
Maybe some City of Traitors will fit...
Acceleration (8)
4 Chrome Mox - pretty standart Stompy card
4 Dark Ritual - Chalice conflicts with this card, but a) we need explosiveness b) we can pitch Ritual to Mox of Rats (later about this one)
Creatures (19)
4 Stinkweed Imp - nice blocker, evasive dude for Equipment and feeds Tombstalker.
3 Tombstalker - too good not to run and the deck have several ways to unleash him on 2-3 turn (not only Rit+Rit)
3 Dusk Urchins - can create CA, awesome with Equipment and synergic with deck's engine.
3 Shriekmaw - nice with our manabase, awesome with engine.
2 Fleshbag Maraduer - we need something to deal with Nought, opposing Stalker and so on; synergic with engine.
4 Rotting Rats - disruption + discard outlet for engine; reusable
Engine (5)
2 Sword of Light and Shadow - to reuse Shriekmaws, Maraduers and Rats
3 Recurring Nightmare - main engine of the deck. If your opponent will not shut it off quickly, your Shriekmaws, Maraduers and Rats will tear him apart. Also involved in early Tombstalker.
Utility (10)
4 Bitterblossom - just perfect in this deck
2 Umezawa's Jitte - too good not to run
4 Chalice of the Void - Hey, it's Chalice Aggro!
SIDEBOARD
4 Trinisphere - against Storm, Dredge and Burn
3 Offalsnout - GY hate of choice. Wrecks Dredge.
3 Pithing Needle - for games where I side out Chalice (Gobbs & Merfolks on draw, other Stompy)
2 Engeneered Plague - against Tribal and Enchantress.
3 Chains of Mephistopheles - this brainfucking card shuts off draw engines and cantrips (Thresh, Landstill, Enchantress) and I can easily cast it on turn 1.
The deck's gameplan is similar to other Stopmpy decks: cast something explosive and kill opponent before he can handle it.
+ This deck has a real engine in form of SoLaS or Nightmare, so you'll still have descent chances to win if your stompy plan fails.
- Slower than Faerie and Dragon Stompy.
Some nice tricks the deck can perform:
1) Land, mox, Rotting Rats, discard Tombstalker. Land/Ritual, Nightmare, Tombstalker is in play.
2) Land, mox, Rotting Rats, discard Imp. Dredge, land/ritual, Tombstalker or Recurring Nightmare for something juicy in your grave.
3) Turn 1 Nightmare (many possible variants). Land/Mox, Rats, discard something juicy, recur it.
4) Hey, Tomb/land+mox/Ritual into Chalice is very strong play!
The idea is unpolished (in fact, I threw the decklist together just about 30 min ago), so any comments will be appriciated.
There were some attempts to make a viable Black Stompy and I was always interested in Chalice Aggro archtype and here is another try.
Lands (18)
14 Swamp
4 Ancient Tomb
Maybe some City of Traitors will fit...
Acceleration (8)
4 Chrome Mox - pretty standart Stompy card
4 Dark Ritual - Chalice conflicts with this card, but a) we need explosiveness b) we can pitch Ritual to Mox of Rats (later about this one)
Creatures (19)
4 Stinkweed Imp - nice blocker, evasive dude for Equipment and feeds Tombstalker.
3 Tombstalker - too good not to run and the deck have several ways to unleash him on 2-3 turn (not only Rit+Rit)
3 Dusk Urchins - can create CA, awesome with Equipment and synergic with deck's engine.
3 Shriekmaw - nice with our manabase, awesome with engine.
2 Fleshbag Maraduer - we need something to deal with Nought, opposing Stalker and so on; synergic with engine.
4 Rotting Rats - disruption + discard outlet for engine; reusable
Engine (5)
2 Sword of Light and Shadow - to reuse Shriekmaws, Maraduers and Rats
3 Recurring Nightmare - main engine of the deck. If your opponent will not shut it off quickly, your Shriekmaws, Maraduers and Rats will tear him apart. Also involved in early Tombstalker.
Utility (10)
4 Bitterblossom - just perfect in this deck
2 Umezawa's Jitte - too good not to run
4 Chalice of the Void - Hey, it's Chalice Aggro!
SIDEBOARD
4 Trinisphere - against Storm, Dredge and Burn
3 Offalsnout - GY hate of choice. Wrecks Dredge.
3 Pithing Needle - for games where I side out Chalice (Gobbs & Merfolks on draw, other Stompy)
2 Engeneered Plague - against Tribal and Enchantress.
3 Chains of Mephistopheles - this brainfucking card shuts off draw engines and cantrips (Thresh, Landstill, Enchantress) and I can easily cast it on turn 1.
The deck's gameplan is similar to other Stopmpy decks: cast something explosive and kill opponent before he can handle it.
+ This deck has a real engine in form of SoLaS or Nightmare, so you'll still have descent chances to win if your stompy plan fails.
- Slower than Faerie and Dragon Stompy.
Some nice tricks the deck can perform:
1) Land, mox, Rotting Rats, discard Tombstalker. Land/Ritual, Nightmare, Tombstalker is in play.
2) Land, mox, Rotting Rats, discard Imp. Dredge, land/ritual, Tombstalker or Recurring Nightmare for something juicy in your grave.
3) Turn 1 Nightmare (many possible variants). Land/Mox, Rats, discard something juicy, recur it.
4) Hey, Tomb/land+mox/Ritual into Chalice is very strong play!
The idea is unpolished (in fact, I threw the decklist together just about 30 min ago), so any comments will be appriciated.