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Zupponn
06-01-2013, 02:16 PM
First, congrats on another nice finish.
Second, 2 questions:
How have the Raiders been?
Of all the one-ofs in your list, are there any that you're feeling are under/over preforming?
Ace/Homebrew
06-01-2013, 05:08 PM
First, congrats on another nice finish.
Thanks! :wink:
How have the Raiders been?
I have always been a big fan of raiders. Morph not using the stack really messes with people. I like the synergy they provide regarding their morph cost and hellbent. A 5/5 body is bigger than 90+% of any creatures you are likely to go up against. Hard casting for :3::r::r: dodges CotV@0 and when it is a 2/2 morph it gets around CoP:Red. Using Raiders means your opponent will almost always assume your morph is a Raiders. This means Akroma, Angel of Fury can blow them out unexpectedly some of the time. Part of the reason I have an interest in Dragon Stompy is because of it's use of hellbent cards. I hope WotC will make more playable red hellbent cards in future Commander products but am doubtful that they will...
Of all the one-ofs in your list, are there any that you're feeling are under/over preforming?
Slogger killed 3 dorks against Mav which was nice, but I've never been a huge fan of him. I tried him this week to get some actual testing in with him. He's... meh. Better than the Fortune Thief I had in it's spot previously.
Rakka Mar fills a similar role as Krenko, Mob Boss in Goblins. In a stalled/clogged board state it keeps making dudes until you can just overwhelm.
Thundermaw Hellkite is just Dragon #5. I believe I will continue running it until something better comes along but it is also proven to be good (haste! with a guarantee it'll hit).
What has surprised me most about Koth is how much opponents fear him.
Jaya Ballard has been the biggest surprise for me. She's fantastic. Maindeck hate against blue is great. She synergizes with the hellbent strategy and gets rid of redundant or useless cards. Incinerate to the face has been helpful against Ensnaring Bridge.
The 3 Caverns are much better in the maindeck than when I had them in the sideboard. My random Legendary creatures all happen to be Humans which is great for making them and Magus uncounterable with a Cavern on Humans.
Sure, it has the same CMC, but the RRR makes it virtually unplayable in this deck.
This is untrue in a blood moon focused build.
Zupponn
06-03-2013, 07:31 PM
This is untrue in a blood moon focused build.
I'm not really sure what a blood moon focused build is. I mean, isn't that what dragon stompy is all about? Sure, if you get a moon effect you could possibly cast it, but if you don't then what are your chances of having 3 red sources? Very slim. And in a deck that already has consistency issues, that's not something we need. Seething Song is actually the card that would like the new dragon the most though IMO.
I'm not really sure what a blood moon focused build is. I mean, isn't that what dragon stompy is all about? Sure, if you get a moon effect you could possibly cast it, but if you don't then what are your chances of having 3 red sources? Very slim. And in a deck that already has consistency issues, that's not something we need. Seething Song is actually the card that would like the new dragon the most though IMO.
Some lists run 6 Moons, some run 8. This is a significant difference. When running 8 Moon effects, I find that I rarely have access to sol lands past turn 1.
Ace/Homebrew
06-04-2013, 02:04 AM
I think what is keeping the new Dragon from making the cut is that it isn't very good in this deck...
I do prefer a :3::r::r: cost over :2::r::r::r: though. It doesn't always make a difference, but when it does it makes a huge one.
I think what is keeping the new Dragon from making the cut is that it isn't very good in this deck...
I do prefer a :3::r::r: cost over :2::r::r::r: though. It doesn't always make a difference, but when it does it makes a huge one.
Yeah, the casting cost aside, ThunderMaw seems like it'll do more damage than this dude.
Ace/Homebrew
06-06-2013, 02:54 AM
Report time! Got 3rd of 14 people this week. I invested $10 a month ago and have been using the winnings to pay for 'free' entry. Picked up a Cavern of Souls and still have enough for the next month of entry fees.
List is same as here (http://www.mtgthesource.com/forums/showthread.php?19745-Deck-Dragon-Stompy&p=728328&viewfull=1#post728328), with the following changes:
-1 Arc-Slogger, +1 Jaya Ballard, Task Mage
Round 1 - Seth playing Reanimator - 0-2-0
We sit down and get to talking. He says he's "that Enchantress guy". Turns out he got 11th in Baltimore this weekend. List (http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=56340). I start Game 1 keeping a hand thinking it's Enchantress. Mountain, go. He plays USea, Ponders, and drops a Lotus Petal. Uh oh... :eek: I drop a City and Magus. He plays a Swamp and Show and Tell. Griselbrand lets him run away with it.
Out: 3 Bonfire, 1 Rakka, 1 Koth, 1 Jaya. - In: 3 Confusion, 3 Crypt.
Game 2 I lead with Blood Moon. He plays an Island and Ponders. :mad: Turn 2 I play a Pit Dragon and end the turn with Hellbent. His turn 2 he plays a Careful Study putting Tidespout Tyrant in the bin. He plays his Swamp and Reanimates. I draw a RPD but cannot play it with my 3 mana sources... He bounces my field and starts swinging. *sigh*
Round 2 - Buck playing Esperblade - 2-1-0
He starts game 1 with a fetchland. I kept a hand without anything back breaking and play a morph. He cantrips EoT then plays Thoughtseize his turn with the option to take 3sphere or RPD. He chooses the sphere and we're tied at 16 from self inflicted damage. I play a Cavern on Dragons and resolve RPD. I apply pressure with my morph. He Forces a Blood Moon and sends my RPD plowing. I reveal my morph and he uses Snapcaster Mage to have Raiders join the RPD in exile. I'm at 23, he's at 8. I resolve a CotV@2 which keeps Stoneforge Mystic stuck in his hand. Spirit Guide gets there.
Out: 3 Trinisphere, 1 Rakka. - In: 2 FtK, 2 Ingot Chewer.
Game 2 he begins with Inquisition of Kozilek taking the Chalice I was hoping to play. It goes downhill from here... He gets Batterskull with SFM. My Kavu keeps it stranded in his hand until turn 5, but turn 5 came and so did the Batterskull... My CotV@1 and 2 didn't do much and when Jace joined the party is was a lost cause.
Game 3 he mulls to 5. I start with Blood Moon and he Forces. He draws and looks at his 4 cards. I resolve CotV@1. The game is won with an Affe mit Waffe (Jitte wielding Spirit Guide).
Round 3 - Chris playing RUG Threshold - 2-0-0
He starts game 1 after mulling to 6 and plays a Wasteland. I play Blood Moon but it meets a Force. He wastes my Tomb and does not play a land on his second turn. He does eventually find one and plays a Delver before I get a 3sphere out. He can't get higher than 2 lands and his Delver never flips. Blood Moon hitting the battlefield means this game is over.
Out: 1 Koth, 1 Akroma. - In: 2 Crypt.
Game 2. Again he starts after mulling to 6. Land, go. I get a Crypt on the board (which is no where near as good as Relic of Progenitus against this deck... but Relic is CMC1. :rolleyes:) and walk my CotV@1 into a Daze. He drops a Goose and Ponders. I throw a Blood Moon into another Daze... He gambles and plays Surgical Extraction on Blood Moon. I resolve the other CotV in my hand with 1 counter. 3sphere locks him out for a bit. Jaya, RPD, and Rakka all join in the fun and I get the win.
Round 4 - Ali playing Burn - 2-1-0
I make us play it. Most of the field was taking advantage of IDs because we were going to a top 8 after this round (basically meaning 6 people get cut :eyebrow:). This isn't a Starcity event. None of us just survived 7 straight rounds... Going 2-0-2 to get a safe 'in' to the top 8 isn't why I'm here. :mad:
/soapbox
Game 1 I mull to 6 and he starts with a Goblin Guide. He applies pressure and suspends a Rift Bolt the turn before I want to play a creature. The Rift Bolt scares me off this plan and I pass it back. Another attack from GG and another suspended Rift Bolt. :frown: By this time I'm at 8 and he's at 19. He gets this one.
Out: 4 Blood Moon, 2 Magus. - In: 3 Revoker, 2 FtK, 1 Trinisphere.
Game 2 I lead with 3sphere and he never gets more than 2 lands.
Game 3 I mull to 6 and he starts with GG. He get a second on on the battlefield and swinging but I nuke one of them with FtK. He burns my Kavu but I land a Trinisphere! Koth and a Mountain carrying a Jitte get me there. This game was close and fun but Trinisphere kept him from playing more than 1 spell a turn. That combined with my Jitte kept this game out of his reach.
I go into the top 8 in first place.
Round 5 - Chris again with RUG Threshold - 2-1-0
He starts game 1 with a Brainstorm. I start with Ancient Tomb. He wastes it and plays a Goose. Cavern lets me stick a Magus. He burns Magus before my Trinisphere solves. He plays a 4/5 Goyf. I 1-for-3 him like a champ by blocking his Goyf with Jaya, then using Spirit Guide and a Mountain to turn a redundant 3sphere into an Incinerate with Jaya's second ability. I resolve a Blood Moon and it starts to turn around. RPD and a 3/3 Goose stare at each other until I get hellbent.
Same sideboarding as before.
Game 2 he has counter magic for my lock pieces and burn for my creatures. His assembles his trio of Delver, Goyf, and Goose and gets a quick win in.
Game 3 I start with Trinisphere and he Forces it. He wastes my City but does not have any other lands. My Blood Moon meets the battlefield and he packs up his cards.
Round 6 - Seth again with Reanimator - 1-2-0
I lead keeping a hand without locks. I get Raiders and RPD on the battlefield before he gets an Elesh Norn, Grand Cenobite. I make a mistake by dedicating my 3 red sources to jump my dragon and pump for 1 to get in for 2 a turn. I should have just attacked on the ground and firebreathed the dragon either doing a bunch of damage or trading with Elesh... Oh well, learned something. Griselbrand joined his team and it was over.
Out: 3 Bonfire, 1 Rakka, 2 Jaya, Koth, Akroma. - In: 3 Crypt, 2 Confusion, 2 Revoker, 1 Trinisphere.
Game 2 I resolve a Magus using Cavern on my second turn. My morph becomes a 5/5 Raider and I he can't get his pieces together.
Game 3 I keep Confusion in the Ranks, Phyrexian Revoker, Simian Spirit Guide, 2 Trinispheres, a Mountain, and a Blood Moon. I kept it hoping he'd use the S+T route to deploy his monster. I get a 3sphere and Blood Moon on the field but he gets Griselbrand runs away with it.
Ended up 3rd.
Zupponn
06-06-2013, 03:33 PM
Top 4 again? Looks like you really have the hang of this deck. I've been testing a variation of your list myself and I've upped the Jitte count to 2 (I've always liked multiple Jittes in this deck) and have been playing around with Batterskull and Phyrexian Metamorph (who will get much worse once the rules change). I haven't gotten enough results to really know how much I like them, but they both could be decent metagame choices.
EDIT: Also, I think your sideboard really could use some Anarchy. If that Reanimator guy had actually been running Enchantress, it might have been your only hope. Plus, it also does work vs Maverick, so its helpful vs 2 bad matchups.
Esper3k
06-06-2013, 05:17 PM
Congrats! It's pretty nice that your LGS allows you to spend store credit on entry fees.
Trinisphere is pretty good against Enchantress as well. As long as you can keep them from continually chaining Enchantments, it's not as important how many cards they're drawing off of each one as long as you can keep them from going nuts.
But yes, I like Anarchy in the sideboard as well.
Ace/Homebrew
06-07-2013, 01:08 AM
Thanks guys! The store is awesome. Stuff like letting you use your credit how you want and the inventory of staples/pimp on hand keep you coming back.
I have never played this deck against Dredge. How is our game 1 against them? I assume Trinisphere is our strongest card in this match up.
I am a fan of Anarchy, but the Tormod's Crypt is what I'm most comfortable dropping in the board. How hard is our game 2 and 3 against Dredge without a piece of hate? Revokers can name LED and PImp. FtK's can remove Bridges I guess...
When the M14 changes hit, I'm looking to use the following non-core cards in my hellbent list:
2 Bonfire of the Damned
2 Umezawa's Jitte
2 Jaya Ballard, Task Mage
2 Koth of the Hammer
1 Thundermaw Hellkite
1 Rakka Mar/Akroma, Angel of Fury
I'm a little disappointed because the changes do not take effect until after SCG rolls through Philly.
Jaya really adds strength and flexibility to the hellbent plan. Depending on how it plays, Koth may go up to 3 and I'd drop Rakka/Akroma.
I'm taking your advice and adding 2 Anarchy to the board. Two always seemed like the correct number when I used them in Goblins. I'm going to lose the Crypts and take a chance on our Dredge match. I think I might test a Stone Rain as the 15th sideboard card.
Zupponn
06-09-2013, 01:12 PM
I've never had too much of a problem with dredge. All three of our main lock pieces are brutal against them.
I'd also skip the Stone Rain and go to something else. If all their duals are mountains, destroying one of them isn't going to do much. I've actually been interested in testing Chaos Warp again. Maybe I'll start trying out one or two in my sideboard.
Zupponn
06-12-2013, 08:46 PM
I've been playing with a hellbent list that includes these non-core cards recently:
3x Flametongue Kavu
2x Umezawa's Jitte
1x Rakka Mar
1x Koth of the Hammer
1x Jaya Ballard, Task Mage
1x Akroma, Angel of Fury
1x Phyrexian Metamorph
I have to say, adding a single Koth to the deck has been pretty sweet. I've already had his ultimate go off vs a mono black player, which sealed the game. Jaya has been interesting. Not sure if I like her or not. She does turn late mountains into Incinerates, which can be nice, but that seems a little underwhelming at times. I'll stick with her for now since she has been useful. Rakka Mar is great when it lands, making dudes, so that's been a good inclusion. Rakroma has not hit the board for me yet and I really think it's going to take a rare occasion for her to actually do anything for me. I'd rather run Inferno Titan because he's less mana intensive and even then I think that 6 mana is way to high for this deck. I find myself siding out the Metamorph more often than not, so I'm going to replace him. Maybe I'll try out a Countryside Crusher and see how that turns out. He could be a good inclusion, keeping your topdecks as nonlands as well as growing into a large threat fairly quickly. I know I just wrote a big wall of text, but I hope something in there is useful.
Ace/Homebrew
06-13-2013, 01:21 AM
Wall of Text :4:
Defender
tl;dr I block you!
How has FtK been for you? I took them out of my maindeck in favor of more Bonfires because I found them completely dead about a third of the time...
My experiences with RAkroma have been much like your experiences with Metamorph. It always comes out in games 2/3 and is going to get replaced.
My thought process with Stone Rain was as follows:
Sometimes the opponent gets 1 fetchland cracked before a Blood Moon and they are able to play through it. If they are on the play and it's "fetchland, go", my turn 1 Moon effect may not be enough. Also, most 3 color decks play 1 of each basic, if that. Taking their 1 Swamp or Plains can keep them out of the game for good.
Anyways... It's Wednesday so that means a report!
I took out the 3 Tormod's Crypts in the board and added 2 Anarchy and 1 Stone Rain. Maindeck was the same as the week before.
My luck finally caught up with me this week. :frown:
13 players. 4 rounds, cut to top 4 (we agreed cutting only 5 people was a stupid thing).
Round 1 - Garrett playing Miracles - 1-2-0
I know going in that he's Miracles. We've tested against each other many times and I know this match up favors him. I win the die roll and lead with a Magus. He plays Island, Sensei's Divining Top. Turn 2 I resolve CotV@1. Magus puts him to 18. He puts down a Plains and spins Top. I play RPD turn 3 and keep attacking with Magus. My turn 4 I get exactsies by pumping RPD 4 times.
Out: 3 Bonfire, 3 Trinisphere, 1 Rakka. - In: 3 Revoker, 3 Chewer, 1 Stone Rain.
Game 2 I mull to 6. He leads with Land, Go. I play Revoker on Top my first turn. Revoker is sent plowing and I'm at 22. Turn 2 I play Blood Moon. He Brainstorms and finds Force of Will. He plays Engineered Explosives for 0 and took out my Mox putting me at only 1 Mountain. I top deck one. He cantrips and counters my stuff for a few turns. I resolve a Magus and when it attacks he flashes in Vendilion Clique. Clique shows him 2 Chewers, a Spirit Guide, and Hellkite. I get to keep what I have and we trade dudes. He plays Jace and fateseals me. I draw a land, exile the Spirit Guide, and play Hellkite which takes out Jace. He plays Top and Energy Field. I resolve a RPD while he thinks he's locked me out. The following turn I Stone Rain his Plains breaking the Energy Field and I swing in for 8 putting him at 7. He plays Supreme Verdict and lands a Jace. Jace and another Clique lock up the game for him while he counters or bounces everything I play.
Game 3 I start with a Blood Moon. He Forces. His turn it's Island, Top. I play Jitte and get stuck at 2 lands. I finally draw one and get a Magus and Jaya on the field. When I go in for attacks Terminus shipped them to the bottom. He assembles Counterbalance/Top and rides Jace to victory.
Round 2 - Alfred playing Manaless Dredge - 0-2-0
He wins the die roll and says he'll draw. I correctly place him on Manaless Dredge. I mull to 5 keeping Mox, Spirit Guide, CotV, Bonfire, and RPD. I play CotV@1. He draws and bins an Imp. I get a morph (Akroma) on the field but he goes nuts with Phantasmagorian and ends up with Griselbrand. Something with Undying gives him a quicker win.
Out: 4 Blood Moon, 2 Magus. - In: 3 Revoker, 2 FtK, 1 Trinisphere.
I'd have boarded more out but my other sideboard cards were dead...
Game 2 I let him start. I keep a hand with CotV, Ancient Tomb, and Trinisphere. He passes and I get Ancient Tomb and CotV@1 on the board. He draws, discards, and passes to me. I draw another Tomb and play 3sphere putting myself to 14. He goes the Ichorid route. I draw my 3rd Ancient Tomb... :cry: I finally top deck a Jitte but can't cast and equip without killing myself.
Round 3 - *Bye*
Round 4 - Ali playing Enchantress - 1-2-0
Fuck me, I can't catch a break tonight! He wins the die roll and starts with a Wild Growth. I play a Mountain. He plays Enchantress's Presence. I stick a 3sphere. 3sphere keeps him fair for a good long while. I get Magus and a 3/3 Raiders to chip away at him till he's at 10 life. I top deck Bonfire and Miracle for 4 rather than attack for 5... Elephant Grass was making me to pay to attack anyway. He stabilizes at 6 life by finding Solitary Confinement. Sigil of the Empty Throne is his win-con.
Out: 3 Bonfire, 1 Jaya, 1 Rakka, 1 Akroma. - In: 2 Confusion, 2 Anarchy, 1 Stone Rain, 1 Trinisphere.
I keep a hand with Anarchy. Trinisphere keeps him playing fair and I get him to 9 when he starts to get some white permanents on the field. A comment from the peanut gallery takes him off his game and he draws an extra card. He's upset about the mistake, but Anarchy was going to blow him out anyway.
Game 3 he mulls to 6 and I start with Trinisphere. He plays a Forest. I make a mistake here which locks me under my own 3sphere and gives him the game. My board is Trinisphere, City of Traitors, and Mox (Red). I have a Mountain and Magus in my hand. I float :2: with City, play my Mountain, tap it for :r: and play Magus. I am then stuck on 2 mana under a Trinisphere and all I draw are Chrome Moxes... I should have simply tapped my City and
Mox, played Magus, then dropped my Mountain. :rolleyes: Oh well, he kills me with a chorus of angels.
I got some games in against Dredge and Enchantress, so at least it wasn't a complete waste of time. I am unable to make the next two weeks at Redcap's, but I plan to be at SCG Philly on the 23rd! I liked having Stone Rain. Finding it against Enchantress would have been helpful because the only Forest on the board was always covered in enchantments.
Zupponn
06-14-2013, 11:24 AM
How has FtK been for you? I took them out of my maindeck in favor of more Bonfires because I found them completely dead about a third of the time...
I've always liked having them in the maindeck. Most of the time, your opponent has something to hit with it, and if not, you board them out game 2. Bonfire does seem better, and it probably is, but FTK does have the benefit of being a 4/2 creature, so after you pick off their Noble Heirarch you can beat them to death with your Kavu. I've also blown out a few dredge players by removing all of their bridges with him before they can get any zombies, so that's been useful as well. The decision between the two probably comes down to personal playstyles and what each person wants the deck to do.
Dice_Box
06-23-2013, 07:55 AM
Ok, with tax coming I am planing to build this deck next. Looks like my kind of fun. My question is, since I will be mostly doing that after the new changes and this deck looks like it can benefit from those rule changes, what are the biggest things I should need to keep in mind when I am building and then buying? I ask this because though I have been reading the thread, I tend to need to play with something to see how all the cogs go together and you guys know a fair amount more than I do.
Ace/Homebrew
06-23-2013, 11:55 PM
Long, tough day at SCG Philly.
The list:
Mana (27)
4 City of Traitors
4 Ancient Tomb
3 Cavern of Souls
8 Mountains
4 Simian Spirit Guide
4 Chrome Mox
Grief (15)
4 Blood Moon
4 Magus of the Moon
4 Chalice of the Void
3 Trinisphere
Beats (8)
4 Rakdos Pit Dragon
4 Gathan Raiders
Miscellany (10)
3 Bonfire of the Damned
2 Jaya Ballard, Task Mage
2 Stone Rain
1 Phyrexian Revoker
1 Umezawa's Jitte
1 Koth of the Hammer
Sideboard (15)
3 Confusion in the Ranks
2 Anarchy
2 Phyrexian Revoker
1 Stone Rain
2 Flametongue Kavu
1 Umezawa's Jitte
1 Trinisphere
3 Ingot Chewer
I won't bore you with the tedium of a mediocre day.
Round 1 - Jason playing Affinity - 1-2-0
Round 2 - Chris playing Combo Elves - 1-2-0
Round 3 - Zack playing Punishing Miracles - 2-1-0
Round 4 - Elliot playing Junk (:w::b::g:) Deathblade - 1-2-0
Round 5 - Joe playing Old School Maverick - 2-1-0
Round 6 - Brian playing Enchantress - 2-1-0
Round 7 - Seth playing Shardless BUG 2-1-0
Round 8 - Phil playing Death & Taxes 0-2-0
Stone Rain impressed me most today. It won me games 2 and 3 against Enchantress. It received the most FoW reactions past turn 1 and was taken by more than 1 Thoughtseize. Koth is very good in this deck and his emblem won me 3 games. I believe he will get better when the legendary rules change.
Jaya did nothing all day although I did not give her much of a chance because she always came out. I believe Ingot Chewer will get cut to 2 as Revoker overlaps as equipment hate. Bonfire pulled its weight in my hand and as a miracle but I think 2 main deck and 1 in the board is probably correct.
I lost game 3 against Elves due to shit luck. First hand was flooded with lands and no business. Second was no land (just a Chrome Mox). Third was 4 lands and a Blood Moon. That game I drew 2 other non-lands over the course of several turns. Every round but the last was a full 3 games. It was a very long day.
LeoCop 90
06-24-2013, 08:14 AM
What about Pillage replacing stone rain ? or 2 red mana would be too much?
Blastoderm
06-24-2013, 03:38 PM
With abrupt decay being very common now as well as jace/liliana, would it be wise to move away from werewolves? Creatures with haste I find to be a lot more resilient vs PWs. For example, if they kill your threat and land a liliana or jace it's very hard to recover (they just make you sac or bounce until they can stabalize). Right now I've been testing Hound of Griselbrand (vs liliana), Rakka Mar (haste and makes tokens), Siege-gang commander (brutal vs everything as well as aggro, batterskull, jitte). I've been using the strategy Trinity Green used to use with poacher/hermits: 4x Moggcatcher, 3x SGC. It's been working nicely! I'll need to test more though.
Ace/Homebrew
06-27-2013, 12:57 AM
You guys know a fair amount.
Dragon Stompy is a difficult deck to play well because it lacks library manipulation and lives or dies based on a decision you make before you start playing... Taking mulligans is an art and takes a lot of experience (meaning lessons learned from losses) to do well with this deck. My entire experience with this deck has been documented in this thread and I have learned a ton but still make greedy mulligan mistakes because I started playing Legacy with Goblins which can mulligan to 5 without a problem.
Koth and Jitte will no longer sit in your hand, preventing hellbent, with the rules change. Not a huge change, but something to look forward to.
I should make the next 3 weeklies which means more tweaking and reports. I want to keep testing Stone Rain. I'm also reconsidering how many Cavern of Souls are needed...
Edit:
My gut tells me :r::r: is too hard to cast reliably without a moon on the board. It would be nice to free up space in the board though. Pillage would effectively replace Ingot Chewer. This is worth testing, need to find some Pillages though.
Werewolves have never appealed to me... SGC isn't a bad idea though.
jancz
06-28-2013, 02:10 AM
2-2 with Dragon stompy at redcaps weekly.
4 Ancient Tomb
4 City of Traitors
10 Mountain
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
4 Magus of the Moon
4 Chrome Mox
4 Seething Song
4 Simian Spirit Guide
4 Gathan Raiders
3 Rakdos Pit Dragon
3 Lord of Shatterskull Pass
1 Moltensteel Dragon
3 Arc-Slogger
4 Flametongue Kavu
4 Phyrexian Revoker
4 Tormod's Crypt
3 Red Elemental Blast
Match 1 vs some kinda 4 color control. Mostly heavily in blue.
Game 1: He counters my 2 lock pieces early and gets a Jace on the board
Game 2: He counters my early threats but I draw into a million moons and he can counter them all. I think he has one basic land not in the color he needs.
Game 3: I think I have 2 moon effects and play them early. Just win.
1-0
Match 2 vs Jund
Game 1: I land an early chalice @1 but he drops bob and just buries me in card advantage.
Game 2: I land a moon early....but he goes Basic Forest,Basic Swamp. Bad things happen.
1-1
Match 3 vs Reanimator (Its actually the guy who took 2nd at SCG philly)
On draw
Game 1: I should have mulled into something. I try to wait for my second turn to play trinishpere but he just gets Iona out.
Game 2: I land an early Chalice and that takes the game
Game 3: He goes Island,Careful study,Lotus petal,Reanimate sphinx of steel wind. Goddamn I hate you so much reanimator.
1-2
Match 4 vs Reanimator
Game 1: Chalice @1.
Game 2: Try to play an early arc-slogger. It almost gets me there but he finds a griselbrand.
Game 3: I think I do something disgusting like Chalice @1 Chalice@2 Bloodmoon and just run off with it.
2-2
Thoughts:
The Arc-Sloggers and songs feel like they take up too much space in the deck. Arc-slogger is kinda a pet card because he could often win games vs fair decks but that really didn't seem to account for much of the meta anymore. Same with FTKs in the side. I'm thinking about running Revokers main because deathrite seems to be everywhere.
Zupponn
06-30-2013, 03:52 PM
Yeah, Slogger just doesn't do it for me anymore. I have cut both them and the songs and haven't missed them in the slightest. Instead, I like running a pair of Rakka Mars and a Jaya, which both fit that same role. Then the openings created by dropping the Songs can be filled by a handful of metagame choices and other threats.
Do you feel that the new Chandra may fit in here? I don't want to spoil it, but it's been seen in Daily MTG (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/254a). IMHO, its +1 and 0 abilities are fine, the Ultimatum is not worth considering (unless you use Boom) . I'm unsure if it's better than Koth or not.
Ace/Homebrew
07-01-2013, 08:34 PM
new Chandra
Unfortunately her +1 cannot kill DRS... so no. Her +0 is an interesting take on card advantage for red. I love the +0 for the synergy with hellbent. But the -7 has no synergy. Looking at jancz's list (dude, how have we not run into each other at Redcap's?) you could invest all that time and energy protecting Chandra to Seething Song 3 times...
Koth > M14 Chandra
Zupponn
07-01-2013, 09:53 PM
I'm thinking that the new chandra could be pretty good in this deck. Her +1 is a little meh, but it can push through lethal damage against some annoying blocker. It also snipes one toughness dudes, of which there are many in legacy. The 0 is obviously the most exciting as it provides card advantage. The really nice thing about how this is done though is that it exiles which, for this deck, keeps our hellbent going if we can't play both the exiled card and the drawn card for the turn. The biggest downside is that bonfire sucks with it if you run bonfire. The -7 looks really interesting. Dragon Stompy in its current form has no way to take advantage of this ability, but there could be some awesome blowouts through using cards like Char or Chaos Warp. Of course, the ability sucks under a trinisphere, but the potential is still there. I guess only testing will really tell.
Blastoderm
07-01-2013, 11:55 PM
I went 4-0 at a weekly LGS tourney.
R1 vs ANT
Fairly easy matchup, chalice decks are designed to beat storm combo. Stax pieces win game 1, game 2 Stax and moon effects prevent abrupt decay from hitting them.
R2 vs Zombardment
Game 1 He thoughtseizes my chalice of the void but all i remember is that an unanswered moggcatcher fetching siege gangs makes him scoop. Game 2 blood moon slows him significantly and moggcatcher goes to work again.
R3 vs Merfolk
Game 1 I'm on the play and go for a gamble praying he doesn't have FoW: ancient tomb, chrome mox, chrome mox, moggcatcher. He doesn't and he dies to siege gangs. Game 2 was kind of the same...turn 2 moggcatcher with the downside of card disadvantage of chrome mox and spirit guide. He meets dismember and I lose to 2 mutavaults and 4 lords. Game 3 I took convincingly (more of a normal game, the way I would predict most games to be vs merfolk). I play chalice for 1 turn 1 and chalice for 2 turn 2. Ensnaring bridge turn 3. Three hound of griselbrands ftw!
R4 vs Esperblade
Great game 1 and 2 in this match, grindy and exciting. Game 1 my CotV meets a fow. He gets an early Bskull into play with a turn 2 stoneforge. I remember getting moons into play followed by moggcatcher into siege gang. Grindy play follows with goblin tokens protecting koth just in time for his ultimate winning me the game. Game 2 took really long. I got all 3 SGC commanders in play along with rakka mar vs batterskull, jitte and soul tokens combined with jace. I eventually lose the turn before i could ultimate koth. Great, epic game, really back and forth. Game 3 I revoker naming stoneforge and a blood moon + rakka mar seal the deal!
Here's my list:
4 ancient tomb
4 city of traitors
12 mountain
3 chrome mox
4 simian spirit guide
4 hound of griselbrand
3 rakka mar
3 koth of the hammer
3 siege gang commander
4 moggcatcher
4 blood moon
4 magus of the moon
4 trinisphere
4 chalice of the void
SB:
4 phyrexian revoker
4 ensnaring bridge
2 ratchet bomb
4 tormod's crypt
1 shattering pulse
My decklist explanation:
I wanted resilient creatures that are good vs aggro and especially planeswalkers (liliana, jace). A resolved planeswalker vs no threats is an almost autolose. Rakka Mar is amazing with haste and creature token production to fight aggro and planeswalkers. Hound of Griselbrand is great against liliana and creatures like bskull and goyf. Siege gang commander just destroys everything. Koth is amazing against planeswalkers as well as well as sweepers like terminus and supreme verdict.
Ensnaring bridge in the sb is vs aggro, show and tell, reanimator. Ratchet bomb as a sweeper vs tokens, elves, goblins.
Zupponn
07-02-2013, 03:23 AM
You should run a Goblin Pyromancer in the sideboard for the goblin matchup.
EDIT: And a Tuktuk Scrapper or two wouldn't be too bad either.
Ace/Homebrew
07-02-2013, 10:45 PM
@ Blastoderm - Intriguing list! I enjoyed your report. I would like to hear more about Moggcatcher. Do people generally know what you are doing and try to kill him right away? Can you talk more on his strengths and weaknesses?
Zupponn gave good advice. I'm not convinced Pryomancer deserves a spot in the sideboard in the current meta, but running Tuktuk Scrapper over Shattering Pulse seems like a pure upgrade.
Edit - I just scoured through Gatherer hoping to find some gems Catcher could find (I even looked through the changelings). The only one worth mentioning is Stingscourger but... meh. :rolleyes:
tsabo_tavoc
07-03-2013, 05:41 AM
Congrats Blastoderm! I like your innovation very much, especially the Moggcatcher tech! From your report, it does not seem Rakka Mar has done any important work, would you rather replace them with MD Revokers? I agree with Ace and Zupponn that 1-2 Scrapper in MD/SB seems good, and Goblin Sharpshooter is another card worth fetching against Aggro and Goblin tokens.
Blastoderm
07-03-2013, 02:06 PM
Stingscourger would be a good idea if there's a lot of reanimator/show and tell in your meta. Scrapper is also a good idea, thanks! Rakka-mar has proved itself in testing. In the tourney it was dismembered/swords when I played it. I think it's necessary against goyfs, batterskull, planeswalkers. Revoker is good in your opening hand but if there's a batterskull already in play, drawing one isn't going to help. Drawing SGC or rakka mar to shit out tokens will help you recover fast. Drawing pit dragon or gathan raiders won't do much at all. I wanted to focus on stuff that would help me get out of tough situations. The only thing that doesn't really do that is Koth. But he's there to combat control decks with sweepers and low amount of threats. Rakka Mar and SGC protect him really well though.
Moggcatcher has been the all-star. I remember watching star city games opens where ppl scoop when the goblins player would play siege gang commander. Comparing him to lets say...pit dragon or gathan raiders: Playing either early after a blood moon or chalice still gives your opponent to find something to kill it. Instead of playing a creature and attacking next turn, playing moggcatcher and getting SGC next turn and every turn it stays in play is almost impossible to recover from. Furthermore, none of my creatures die to abrupt decay.
Zupponn
07-03-2013, 05:00 PM
How was the Hound? That seems like the weakest card in your deck to me.
I'm guessing Hound is to take down 4/4 Germ tokens and survive (even bigger), unlike most other stompy dudes like Pit Dragon and Raiders (conditional). Other than that, it does what most other Stompy creatures do: trades with/dies to Goyf and kills smaller dorks. Is this correct? It also attacks for 4 under Ensnaring Bridge @ 2, which seems to be a thing in this deck.
If that's the purpose, maybe:
-1 Hound
+1 Tuktuk Scrapper
Kills Jitte and Batterskull, attacks under Bridge, tutorable, etc..
What about Taurean Mauler? I've even seen that in some budget Dragon Stompy lists. Easy to cast, fetchable, etc...
EDIT:
You could run a silver bullet Goblin package:
Kiki-Jiki, Mirror Breaker
2-3 Siege-Gang Commander
Tuktuk Scrapper
Goblin Settler
4 Moggcatcher
cutting 2-3 Hound of Griselbrand.
The only card really bad on its own is a topdecked Kiki, but Kiki is just amazing with all the other goblins and can randomly copy Mountains with Koth (LOL). How often can you make an Ancient Tomb TOKEN in a Legacy tournament??? Scrapper has a target against a lot of decks; otherwise it can be boarded out (or can start in SB and be boarded in). Settler is basically Stone Rain, except it can attack, only takes up one slot, can be dug up by Moggcatcher at any time, and can be copied by Kiki to lock them out of the game.
If there are ever game situations (combo, control?) where stopping them from playing spells is more important than shitting out tokens, Settler could be huge... What do you think?
Zupponn
07-03-2013, 06:11 PM
I was looking at Kiki-Jiki as well, but wasn't 100% sure about him. The more I think about it the more I like him though.
I'm not sold on the Settlers though.
Blastoderm
07-04-2013, 04:24 AM
I was looking at Kiki-Jiki as well, but wasn't 100% sure about him. The more I think about it the more I like him though.
I'm not sold on the Settlers though.
Hound of Griselbrand was there when Liliana was everywhere (when Jund became flavour of the month as well as BUG). I guess I can change it to something else. Thanks for the ideas!
Edit: I beat merfolk with 3x hound of griselbrand in play with a bridge lol.
Dice_Box
07-04-2013, 05:34 AM
You could run a silver bullet Goblin package:
Kiki-Jiki, Mirror Breaker
2-3 Siege-Gang Commander
Tuktuk Scrapper
Goblin Settler
4 Moggcatcher
cutting 2-3 Hound of Griselbrand.
The only card really bad on its own is a topdecked Kiki, but Kiki is just amazing with all the other goblins and can randomly copy Mountains with Koth (LOL). How often can you make an Ancient Tomb TOKEN in a Legacy tournament??? Scrapper has a target against a lot of decks; otherwise it can be boarded out (or can start in SB and be boarded in). Settler is basically Stone Rain, except it can attack, only takes up one slot, can be dug up by Moggcatcher at any time, and can be copied by Kiki to lock them out of the game.
If there are ever game situations (combo, control?) where stopping them from playing spells is more important than shitting out tokens, Settler could be huge... What do you think?
Good lord I love this. I want to make this the version I build. Not sure if the high mana cost of using catcher will work out but dam I want to test it. Also as a goblin player I really and only looking for any reason I can get to grab a settler. She is near on the only goblin I do not have... Shows promise tho.
Blastoderm
07-04-2013, 02:11 PM
Good lord I love this. I want to make this the version I build. Not sure if the high mana cost of using catcher will work out but dam I want to test it. Also as a goblin player I really and only looking for any reason I can get to grab a settler. She is near on the only goblin I do not have... Shows promise tho.
It felt really good playing this. Back when I played dragons and raiders, if the board state wasn't in my favor I just knew I was going to lose no matter what I draw. With Moggcatcher and these better creatures I'm using (I hardcast SGC quite often too), it always feels like I can get out of a tough situation if I draw well. Drawing Rakka-Mar really puts you back in the game (it has haste so it quickly pumps out tokens if unanswered). One thing I'm not sure about is the usage of a toolbox in the maindeck. I didn't want the deck to be inconsistent (we don't have brainstorm!!!) by having tuktuk scrapper in your opening hand or a kikijiki. I think the only thing I would change now is to put 1x tuktuk scrapper in the sb. If you want to play settler, it should also be in the sb. Blood moon does a lot of work, so if you play against decks with a lot of basics you can bring it in but I dont think it's necessary.
Dice_Box
07-04-2013, 02:48 PM
Does anyone have a list of the Goblin build? I would like to take a look at it and compare it to what I have kind of put together on Cockatrice.
Zupponn
07-04-2013, 04:50 PM
Does anyone have a list of the Goblin build? I would like to take a look at it and compare it to what I have kind of put together on Cockatrice.
I went 4-0 at a weekly LGS tourney.
Here's my list:
4 ancient tomb
4 city of traitors
12 mountain
3 chrome mox
4 simian spirit guide
4 hound of griselbrand
3 rakka mar
3 koth of the hammer
3 siege gang commander
4 moggcatcher
4 blood moon
4 magus of the moon
4 trinisphere
4 chalice of the void
SB:
4 phyrexian revoker
4 ensnaring bridge
2 ratchet bomb
4 tormod's crypt
1 shattering pulse
EDIT: I've also been looking at something along these lines:
11x Mountain
4x City of Traitors
4x Ancient Tomb
4x Magus of the Moon
4x Simian Spirit Guide
4x Moggcatcher
3x Siege-Gang Commander
3x Flametongue Kavu
2x Rakka Mar
1x Goblin Settler
1x Jaya Ballard, Task Mage
1x Kiki-Jiki, Mirror Breaker
4x Chalice of the Void
4x Chrome Mox
4x Blood Moon
3x Trinisphere
2x Umezawa's Jitte
1x Koth of the Hammer
SIDEBOARD:
4x Phyrexian Revoker
3x Pyrokinesis
3x Anarchy
3x Confusion in the Ranks
1x Goblin Sharpshooter
1x Tuktuk Scrapper
There are a lot of synergies in this list and I feel that Moggcatcher very well could be the real deal. There's something to be said about a dude that poops out dudes all game. SGC has been amazing, either off of Moggcatcher or hardcasted. He feels so much better than anything that's similar to him. I've had some interesting times with Kiki-Jiki already, whether it's copying SGC for a huge army or FTK for repetitive removal, I think he deserves a spot here. I have the Settler in there, but have yet to see it. I'd rather just get a SGC or Kiki-Jiki 95% of the time. Other than those guys, the deck is just the list I've been running with the swapping of the Hellbent for the Power Goblins. If nothing else, it's incredibly fun and worth testing at least a little.
Dice_Box
07-06-2013, 02:14 AM
I like that, mostly because I see most of the "Toolbox" I use when playing goblins. But it is missing an important card. Skirk Prospector. We use Prospector to defend against Jitte by not letting combat damage be dealt. Its useful. But it has another role that is not apparent right away and this deck can make good use of. Prospector can turn 3 goblin tokens into 5 damage if he has his friends out, and this deck you can fetch his friends so they are well along the way of having a party.
What you need:
Skirk Prospector
Siege-Gang Commander
Goblin Sharpshooter
Kiki helps too
What you do.
Sharpshooter is the only one that needs to not be summoning sick. The rest do not matter.
1) Tap Sharp deal one damage. (1 total)
2) Sac a token to Prospector, untap Sharp. (1 mana)
3) Tap Sharp deal one damage. (2 total)
4) Sac a token to Prospector, untap Sharp. (2 mana)
5) Tap Sharp deal one damage. (3 total)
6) Use the two mana and last token to deal two damage with Siege. Untap Sharp. (5 damage total.)
Now you can draw into these cards too and they have other uses. I think a Skirk Prospector in the sideboard might be a gamesaver in longer matchups. Using Kiki to make a copy of either Siege to get more tokens or Sharp to deal another 4 damage is useful too. (4 damage since the token dies at the end of turn, to Prospector or to a chump block, untapping the original Sharpy.)
Give it a try.
Dissolution
07-06-2013, 03:00 AM
I like that, mostly because I see most of the "Toolbox" I use when playing goblins. But it is missing an important card. Skirk Prospector. We use Prospector to defend against Jitte by not letting combat damage be dealt. Its useful. But it has another role that is not apparent right away and this deck can make good use of. Prospector can turn 3 goblin tokens into 5 damage if he has his friends out, and this deck you can fetch his friends so they are well along the way of having a party.
What you need:
Skirk Prospector
Siege-Gang Commander
Goblin Sharpshooter
Kiki helps too
What you do.
Sharpshooter is the only one that needs to not be summoning sick. The rest do not matter.
1) Tap Sharp deal one damage. (1 total)
2) Sac a token to Prospector, untap Sharp. (1 mana)
3) Tap Sharp deal one damage. (2 total)
4) Sac a token to Prospector, untap Sharp. (2 mana)
5) Tap Sharp deal one damage. (3 total)
6) Use the two mana and last token to deal two damage with Siege. Untap Sharp. (5 damage total.)
Now you can draw into these cards too and they have other uses. I think a Skirk Prospector in the sideboard might be a gamesaver in longer matchups. Using Kiki to make a copy of either Siege to get more tokens or Sharp to deal another 4 damage is useful too. (4 damage since the token dies at the end of turn, to Prospector or to a chump block, untapping the original Sharpy.)
Give it a try.
Skirk Prospector is a 1-drop in a deck that wants Chalice @ 1. Seems like the Danger of Cool Things.
Dice_Box
07-06-2013, 03:14 AM
Oh yea, Chalice... I forgot you run that main. Still you can can pull it out with Moggcatcher or if you're running a Cavern you can push it though with that. Still you have a point and I am yet to even build the deck so I am sure you guys have a better idea than I do.
(Tax is coming, will have my deck in about a month.)
Prospector seems win-more and slow. It's amazing in Lackey.dec. But in this deck, consider how slow it is to fetch all 3 pieces with Moggcatcher. If you have 3 Moggcatcher fetches, are you really going to go Siege-Gang + Sharpshooter + Prospector, or would you just fetch 3 Siege-Gangs or SGC + Kiki or StoneRain+Kiki?? It seems like most other combinations automatically win you the game with 2 fetches and this one takes up 3.... and doesn't even win you the game. All it does is give you a cute interaction that deals 5 free damage at the cost of 3 tokens. Seems bad. Those 3 tokens could also just attack for 3... or face-bomb the opponent for 6.
Barook
07-06-2013, 06:46 AM
This Goblin Stompy build looks like alot of fun.
Food for thought: Since you're running tons of 2-power creatures in that version, what about Imperial Recruiter? It can grab pretty much everything in the deck and it would increase the consistency of the deck even further. It would also be a nice engine with Kiki which Recruiter can fetch, making it almost a 1-card combo if you have the mana ready.
Actually, the more I think about it, Recruiter could be quite amazing here if the tempo loss is worth it.
EDIT: I've also been looking at something along these lines:
11x Mountain
4x City of Traitors
4x Ancient Tomb
4x Magus of the Moon
4x Simian Spirit Guide
4x Moggcatcher
3x Siege-Gang Commander
3x Flametongue Kavu
2x Rakka Mar
1x Goblin Settler
1x Jaya Ballard, Task Mage
1x Kiki-Jiki, Mirror Breaker
4x Chalice of the Void
4x Chrome Mox
4x Blood Moon
3x Trinisphere
2x Umezawa's Jitte
1x Koth of the Hammer
SIDEBOARD:
4x Phyrexian Revoker
3x Pyrokinesis
3x Anarchy
3x Confusion in the Ranks
1x Goblin Sharpshooter
1x Tuktuk Scrapper
There are a lot of synergies in this list and I feel that Moggcatcher very well could be the real deal. There's something to be said about a dude that poops out dudes all game. SGC has been amazing, either off of Moggcatcher or hardcasted. He feels so much better than anything that's similar to him. I've had some interesting times with Kiki-Jiki already, whether it's copying SGC for a huge army or FTK for repetitive removal, I think he deserves a spot here. I have the Settler in there, but have yet to see it. I'd rather just get a SGC or Kiki-Jiki 95% of the time. Other than those guys, the deck is just the list I've been running with the swapping of the Hellbent for the Power Goblins. If nothing else, it's incredibly fun and worth testing at least a little.
I really like this list. FTK seems to fill a hole this deck has, and the interaction with Kiki is pretty amazing. How is the singleton untutorable Jaya treating you? Would you not just rather another 3sphere or Rakka Mar?
Would you keep running 2 Jitte post-rules change or are they partly there just to kill enemy Jittes? It does seem kind of amazing with all the expendable tokens.
(nameless one)
07-06-2013, 01:29 PM
@Moggcatcher:
I used to try that in MUD list but it didn't work there since I needed the artifact count to be high. I can see it work here. Here were my other catcher targets:
Goblin Sharpshooter - deals with a lot of x/1 creatures like the tokens of Lingering Souls
Goblin Welder - if you feel like recycling artifacts
Rummaging Goblin - if you have dead cards in hand
I was also running Cavern of Souls in that MUD list. But with Blood Moon here, I'm not sure if it will be as effective. It did help my MUD list resolve bombs.
Zupponn
07-06-2013, 03:43 PM
I really like this list. FTK seems to fill a hole this deck has, and the interaction with Kiki is pretty amazing. How is the singleton untutorable Jaya treating you? Would you not just rather another 3sphere or Rakka Mar?
Would you keep running 2 Jitte post-rules change or are they partly there just to kill enemy Jittes? It does seem kind of amazing with all the expendable tokens.
I'm not sure about Jaya. She's been good every time I've seen her, but I've never missed her when I haven't seen her. I'd rather see her with a Rakka Mar on the board than another Rakka Mar though.
I actually used to run 4 Jittes about a year ago because Jitte should almost say "Win target game". Since then though, I've cut it down to three and now two, which I like the most. Just having it can take over games, so two feels like enough to see one if the game goes long and you need the utility that it gives you.
@Barook: Recruiter seems like an interesting option, but it seems to be better in the combo shell with Painter than anything. Another thing to think about is that we're a very aggressive deck and durdling for a turn without playing a lock piece or a threat could ruin us.
EDIT: Also, it looks like our Enchantress matchup becomes a million times better with Moggcatcher and SGC. I like that.
EDIT EDIT: I just smashed Shardless BUG twice as well. Going Turn 1 Chalice and Turn 2 Moggcatcher is pretty brutal.
lambert101
07-09-2013, 12:37 AM
saw the goblin stompy idea and wanted thoughts on this brew
4 ancient tomb
4 city of traitors
12 mountain
3 chrome mox
4 simian spirit guide
1 Krenko, Mob Boss
1 Caterwauling Boggart
1 Kiki-Jiki, Mirror Breaker
1 Outrage Shaman
3 rakka mar
2 koth of the hammer
4 siege gang commander
4 moggcatcher
4 blood moon
4 magus of the moon
4 trinisphere
4 chalice of the void
SB:
4 phyrexian revoker
4 ensnaring bridge
2 ratchet bomb
4 tormod's crypt
1 Tuktuk Scrapper
Tried to build more on the goblin theme with Mogg Catcher
Zupponn
07-09-2013, 09:53 AM
Krenko, the shaman, and the boggart all seem a little lackluster in this deck to me. I'm not sure they do enough to warrant an inclusion into the deck.
Blastoderm
07-09-2013, 03:00 PM
Using a toolbox in this deck is really bad. Just use moggcatcher to fetch up SGC....sb you can use stingscourger for the show and tell matchup and tuktukscrapper for annoying artifacts. You shouldn't have a problem with blade decks anyways. The only blade match I lost to recently is a guy who had bskull and sword of fire and ice in his opening hand and a jitte from searching with stoneforge on turn 2. Then proceeded to topdeck the only plains in his deck after a blood moon.
Right now I'm going to test 1x Krenko to be more aggressive with sacrificing goblins with SGC.
nedleeds
07-09-2013, 03:11 PM
All your men die to punishing fire ... and they still mostly cost 4 and 5. 4 don't even attack ... you have to skip a turn to find another 2/2 that also must wait to attack.
Esper3k
07-09-2013, 04:35 PM
Any consideration for Lightning Crafter as a 1-of? Using it to save a SCG (with a Moggcatcher) seems pretty lolz.
Dice_Box
07-09-2013, 11:41 PM
Any consideration for Lightning Crafter as a 1-of? Using it to save a SCG (with a Moggcatcher) seems pretty lolz.
That could work well. There is a combo with Crafter, Kiki and a sac outlet that lets you do limitless damage. You can do the combo with Sharpshooter in place of a sac outlet. Personally playing goblins I found crafter underwhelming but I think here he can work. Also if you need to make a copy of something but someone killed Kiki you can use it as a kind of Pseudo Kiki.
Ace/Homebrew
07-10-2013, 01:40 AM
fetch 3 Siege-Gangs or SGC + Kiki or StoneRain+Kiki
I want to do this. :laugh:
All of what FTW says here is true.
This Goblin Stompy build looks like alot of fun.
Quoted For Truth
Using a toolbox in this deck is really bad. Just use moggcatcher to fetch up SGC....
This sounds like good advice to me. I'm taking it. I want to win now.
------
Zupponn, I'm glad you're doing well with this build. I believe our Miracles match up could improve as well.
Goblin Stompy. Is that what we're calling this? I like it, but it isn't our only option. We could call it Mogg Stompy. Or MC Stompy. I kinda like that last one. I guess it's up to Blastoderm, right?
I am excited to try my own take on this tomorrow night. Just need to find 3 more Catchers...
I finally have an excuse to buy a Goblin Settler!!
Dice_Box
07-10-2013, 02:01 AM
Goblin Stompy. Is that what we're calling this? I like it, but it isn't our only option. We could call it Mogg Stompy. Or MC Stompy. I kinda like that last one. I guess it's up to Blastoderm, right?
I do not feel like this is about stomping so much as it is about just being an all round pain. Personally I like the idea of this being our Medicine in a blue meta. Kind of therapeutic. If it ran Pithing I would call it Goblin Acupuncture. Barring that I like "Mogg Medicine" as a name. Dropping in and administering our own remedies to others problems. (Like having land. What a pain that must be for the other guy. Thankfully I can fix that for him.)
I finally have an excuse to buy a Goblin Settler!!
I agree. She was one of the last goblins I did not own... If for nothing else, playing this one card at the table and watching others faces will be fun.
Zupponn
07-10-2013, 12:09 PM
Although Goblin Settler seemed really fun, I've cut it in favor of a Tuktuk Scrapper in the main. That just seems more useful to me, as I was never searching up the Settler but found the Scrapper very useful in dealing with something like Batterskull game 1.
Ace/Homebrew
07-10-2013, 01:07 PM
I don't see myself using Tuktuk, Settler, or Kiki in the main deck. I do like the idea of having all 3 in the sideboard though.
Against the grindy control decks it seems like going for Kiki/Settler to attack their basics would be a powerful play.
My LGS has the Moggcatchers I need! I hope to have a report up tonight.
jancz
07-12-2013, 02:59 AM
2-2 with Dragon stompy at redcaps weekly again but this time with a different list and stuff.
4 Ancient Tomb
4 City of Traitors
10 Mountain
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
4 Magus of the Moon
4 Chrome Mox
4 Simian Spirit Guide
2 Rakka Mar
4 Gathan Raiders
3 Rakdos Pit Dragon
3 Lord of Shatterskull Pass
4 Phyrexian Revoker
1 Arc-Slogger
1 Sword of Fire and Ice
4 Flametongue Kavu
4 Tormod's Crypt
4 Red Elemental Blast
2 Stone Rain
1 Porcelain legionnaire
Match 1 vs Belcher
Game 1: I am on the play. I land a blood moon. He drops out a bunch of 0 mana spells. I land a revoker and name "Belcher" and take the game from there.
Game 2: He spits out 10 goblins turn 1 and I fold.
Game 3: I land chalice at 0 then a revoker naming belcher and a trinisphere and take the game
1-0
Match 2 vs Elves
Game 1: I mull to 6. He goes forest death rite shaman. Well shit guess those moon effects don't help me much. He combos by like turn 3.
Game 2: I mull to 6 again and try to lead with a revoker naming deathrite. He does a bunch of nasty stuff and lands 2 glimpses and has 3 nettle sentinels and draws a billion cards. GG
1-1
Match 3 vs Reanimator (Same guy from game 4 last week)
On draw
Game 1: He goes first and does a lot of nasty stuff and wins.
Game 2: Chalice at 1. Just kinda go from there
Game 3: I land enough lock pieces and do the right amount of damage before he combos off.
2-1
Match 4 vs RUG Delver
Game 1: I roll snake eyes. He counters ever single lock piece I try to get out but it doesn't work.
Game 2: Early lock pieces get me there.
Game 3: I basically blow my entire hand to go turn 2 Chalice @1 and then the next turn Chalice @2. He proceeds to wasteland my city of traitors and answer every threat I put out with either force or dismember. Eventually he stalls long enough to Krosan grip the chalice at 1 and runs away with it.
2-2
Thoughts:
The biggest change from last week was not running songs or bulky creatures. I honestly like the change as I feel the revokers main board are pretty awesome at shutting down stuff (Won me the game vs belcher). I never drew into sword of fire and ice against really the only relevant match-up (RUG delver) so I can't tell you how it worked. I don't know how to feel about the red elemental blasts. The matches I sided them in against (Reanimator,Delver) I normally wanted a chalice at 1 so they sat dead in my hand most of the time.
I really wanna have side out the FTKs and replace them with either Volcanic fallout Pyroclasm or Pyrokinesis. For elves since that seems like a rough match up unless I land a chalice at 1.
Zupponn
07-12-2013, 10:06 AM
I've always liked Pyrokinesis in the side, but have been liking Ratchet Bomb a little more recently just because it's also useful vs Enchantress.
Ace/Homebrew
07-12-2013, 07:48 PM
I had the same outcome as Jancz (nice to finally meet you), and went 2-2. Twenty nine people showed for this weekly event.
10 Mountains
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
4 Simian Spirit Guide
4 Blood Moon
4 Magus of the Moon
4 Chalice of the Void
3 Trinisphere
4 Moggcatcher
3 Siege-Gang Commander
3 Stone Rain
2 Umezawa's Jitte
1 Sword of Fire and Ice
3 Koth of the Hammer
3 Flametongue Kavu
Sideboard
1 Sword of Feast and Famine
1 Kiki-Jiki, Mirror Breaker
1 Tuktuk Scrapper
3 Bonfire of the Damned
3 Phyrexian Revoker
3 Confusion in the Ranks
2 Anarchy
1 Trinisphere
Round 1 - Seth playing Reanimator - Loss 0-2
Round 2 - Alvaro playing U/R Delver - Loss 1-2
Round 3 - Eric playing Mono U Omniscience - Win 2-0
Round 4 - Charles playing Shardless BUG - Win 2-1
Seth is a talented Reanimator pilot. He came in 2nd at SCG Philly and 22nd at SCG Worchester. I simply cannot beat him with my 75... Not having any graveyard hate certainly hurts my chances. I will be finding some room for a few Faerie Macabre.
My match against Alvaro was close. He won off the back of 2 sideboarded Smash to Smithereens.
My goal was to test Moggcatcher. Unfortunately I cannot comment on them... I cast him 2, maybe 3, times and never got to untap with it. Oh well. That makes me somewhat concerned with relying on it to find my artifact removal. SCG was never cast, so again I cannot comment on him.
I liked that I did not have to focus on getting hellbent. I will continue to tweak and test.
Tammit67
07-12-2013, 07:51 PM
I had the same outcome as Jancz (nice to finally meet you), and went 2-2. Twenty nine people showed for this weekly event.
God what is going on down in center city with 2 dragon stompy at the redcaps weekly :(. Hope to see both of you in a week!
Zupponn
07-13-2013, 08:48 PM
@Ace/Homebrew: How were the three Stone Rains in the main for you? Looking at the list, it seems like you could use some Rakka Mars in there as well.
Ace/Homebrew
07-14-2013, 01:51 AM
@Ace/Homebrew: How were the three Stone Rains in the main for you? Looking at the list, it seems like you could use some Rakka Mars in there as well.
I was surprised at the effect of Stone Rain. My Reanimator foe has only ever taken it when he Thoughtseizes. This has typically been after my turn 1 play and after he has already gotten a basic on the field... It devastates mana light decks like Burn under a 3sphere. It is been effective against Enchantress for the lands they enchant with Utopia Sprawl. Most recently I used it to keep the Omniscience player off the 5 mana he needed for Dream Halls. Decks where Blood Moon wins the game I board them out. Still testing it but liking them so far!
I tested Rakka Mar. She's not bad. You are right that my list could probably use some. I like some number of Jaya too.
@Tammit: You'll see me for the PLS on the 21st! I've been trying to make Redcap's weeklies but a free Wednesday has been hard to come by lately.
Hireax
07-15-2013, 04:44 AM
Hi all,
Dragon Stompy looks like a hell of a lot of fun to play and is probably one of the cheaper decks around in nowadays Legacy. I was wondering if the spoiled card of M14 Ogre Battledriver was already discussed. Maybe that card would make the DS player rely to much on chaining creatures, but think of it like this.
Play Battledriver and next turn play Siege-Gang Commander... Or is this too cute to be effective? I'm more of a Legacy reader, than a player, so forgive me my ignorance if this comes across as a noob proposition :).
Cheers,
Hireax
Dice_Box
07-15-2013, 05:16 AM
I do not think that Ogre Battledriver would work in the Mogg Medicine build. For one, there are cards that do more effective things like Flametongue Kavu, but if you're after something to boost Siege you have Goblin Chieftain. He will give your tokens and Siege haste while granting the benefits of both permanent upgrades to stats and can be fetched with Moggcatcher. Still there is no harm in trying the card. Its not a big money card, I do feel there are more effective choices for the Mogg build.
As for the Traditional build, I am not qualified to comment on that sorry.
Zupponn
07-15-2013, 08:02 PM
When I looked at the Battledriver, I thought it looked really cool. It has a lot of flavor to it and could be amazing in the right deck (Young Pyromancer anyone?). The biggest problem with it is that it needs other creatures in order to be good, which is something that Dragon Stompy cannot afford to use. We need cards that can hit the board and win the game by themselves, hence our usage of high power cards like Rakdos Pit Dragon, Moggcatcher, Arc-Slogger, and Siege-Gang Commander. Often, a Dragon Stompy player will only see one or two creatures during the course of a game, so if we are to run something, it needs to be a high impact, "kill me or die" creature.
Ace/Homebrew
07-15-2013, 11:38 PM
I do not feel like this is about stomping so much as it is about just being an all round pain.
Just something I felt was worth mentioning... "Stompy" is the term used for Chalice decks that use the "Stompy" lands. These are City of Traitors and Ancient Tomb. The Dragon Stompy (:r:), Faerie (or Sea) Stompy (:u:), and Angel Stompy (:w:) threads all support this while the Berserk Stompy (:g:) thread stands out as the exception to the rule.
Hireax
07-16-2013, 06:53 AM
When I looked at the Battledriver, I thought it looked really cool. It has a lot of flavor to it and could be amazing in the right deck (Young Pyromancer anyone?). The biggest problem with it is that it needs other creatures in order to be good, which is something that Dragon Stompy cannot afford to use. We need cards that can hit the board and win the game by themselves, hence our usage of high power cards like Rakdos Pit Dragon, Moggcatcher, Arc-Slogger, and Siege-Gang Commander. Often, a Dragon Stompy player will only see one or two creatures during the course of a game, so if we are to run something, it needs to be a high impact, "kill me or die" creature.
Thank you for the constructive feedback :). It helps me gain a bit more of an understanding and I totally see the point. Basically it would only be good if it could be followed up by a SGC which will not be likely in many cases.
Zupponn
07-16-2013, 11:31 AM
Just something I felt was worth mentioning... "Stompy" is the term used for Chalice decks that use the "Stompy" lands. These are City of Traitors and Ancient Tomb. The Dragon Stompy (:r:), Faerie (or Sea) Stompy (:u:), and Angel Stompy (:w:) threads all support this while the Berserk Stompy (:g:) thread stands out as the exception to the rule.
And don't forget Demon Stompy (:b:) and Mono Green Chalice Aggro (Formerly Elephant Stompy) (:g:), even though those aren't nearly as popular.
...but if you're after something to boost Siege you have Goblin Chieftain.
I'm really interested in the Moggcatcher route, and I must accept what Zupponn pointed out, that "We need cards that can hit the board and win the game by themselves".
Even accepting that, if I was to add a singleton creature it would be a Goblin King to go with this play:
- Moggcatcher
- Activate Moggcatcher -> SGC
- Activate Moggcatcher -> Goblin King. You have 8 unblockable damage on the board.
That said, I still think it's usage is too narrow and I'd discard that.
Guys, keep thinking in options we can do this!
Just something I felt was worth mentioning... "Stompy" is the term used for Chalice decks that use the "Stompy" lands. These are City of Traitors and Ancient Tomb. The Dragon Stompy (:r:), Faerie (or Sea) Stompy (:u:), and Angel Stompy (:w:) threads all support this while the Berserk Stompy (:g:) thread stands out as the exception to the rule.
Berzerk Stompy uses the old meaning of the Stompy in MTG lexicon -- low land count, highly efficient creatures, and pump spells; AKA Seńor Stompy (http://wiki.mtgsalvation.com/article/Se%C3%B1or_Stompy).
Ace/Homebrew
07-18-2013, 03:07 AM
Got 2nd of 32 people and $96 in store credit at this week's Legacy tournament!
10 Mountains
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
4 Simian Spirit Guide
4 Blood Moon
4 Magus of the Moon
4 Chalice of the Void
3 Trinisphere
4 Gathan Raiders
4 Rakdos Pit Dragon
3 Stone Rain
2 Umezawa's Jitte
3 Koth of the Hammer
3 Flametongue Kavu
Sideboard
3 Ingot Chewer
2 Bonfire of the Damned
3 Phyrexian Revoker
3 Confusion in the Ranks
3 Faerie Macabre
1 Trinisphere
Round 1 - Jack playing Jund - Win 2-1
Round 2 - Tocco playing Jund - Loss 0-2
Round 3 - Patrick playing Esper Deathblade - Win 2-0
Round 4 - David playing Storm - Win 2-0
Cut to top 8
Round 5 - Gonzalo playing RUG Thresh - Win 2-1
Round 6 - Chris playing RUG Thresh - Win 2-0
Round 7 - Garrett playing Miracles - Loss 0-2
I was a dick and made everyone play it out.
I took mulligans down to 4 in game 2 of my 2nd round. That may have contributed to losing there... :rolleyes:
The tournament ended for me in round 7 by not having an answer to RIP and E Field.
The new uniqueness rules officially took effect in the 2nd round. :tongue: My Jitte didn't destroy my opponent's in game 2 of round 5. I got to chain Koth's by making an emblem and then casting another, untapping a Mountain and swinging for 4. Koth won me games. I made 3 emblems this evening.
Looking forward to this Sunday at Redcap's. There have been a lot of people at the weekly events so I am hoping for a big turnout!
Dice_Box
07-18-2013, 04:23 AM
How useful do you find Bonfire of the Damned?
Zupponn
07-18-2013, 12:59 PM
I love how you took down 2 RUG Thresh decks in the Top 8. I always enjoy playing them.
Admiral_Arzar
07-18-2013, 01:09 PM
For those of you who are playing the Moggcatcher build and are worried about not having big dudes: you may want to look into a one-of Goblin Goon. Onslaught-block Goblins decks played him as a big finisher, and since most Legacy decks don't exactly pump out a lot of guys, his drawback shouldn't be much of a problem.
LeoCop 90
07-18-2013, 02:43 PM
What about Goblin Pyromancer ? play moggcatcher , fetch siege gang, fetch pyromancer and attack for for 17 damage (3 token 4/1 and a siege gang 5/2) then before end of turn sacrifice pyromancer with siege gang ability to deal two other damage and save your army from being destroyed (if you didn't win already).
k0mmand3rka7
07-18-2013, 05:14 PM
The List
Lands
9 Mountain
3 Cavern of Souls
4 City of Traitors
4 Ancient Tomb
Creatures
4 Simian Spirit Guide
4 Magus of the Moon
4 Hanweir Watchkeep
4 Instigator Gang
2 Phyrexian Revoker
2 Rakka Mar
Spells
3 Chrome Mox
3 Koth of the Hammer
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
2 Mizzium Mortars
Side Board
2 Boil
2 Anarchy
1 Red Elemental Blast
3 Pyroblast
2 Faerie Macabre
2 Shattering Spree
1 Batterskull
2 Kazuul, Tyrant of the Cliffs
Hey guys, this is my first post in the Dragon Stompy thread. I thought I might share what I have been playing and how I did in the tournament last night. My lgs runs MODO style tournaments every night and Wednesday is ours. We play four rounds and then get paid out on performance. The sideboard needs some work. We have a very diverse meta so I need to be able to combat anything.
Round 1 (Mud 2-0)
Game 1: Resolve a Magus of the Moon and Trinisphere, then flip a Hanweir Watchkeep and crash on in.
Game 2: Turn 1 Koth of the Hammer, followed by turn 2 Blood Moon. Too much to handle.
1-0
Round 2 (Manaless Dredge 1-2)
Game 1: Play Trinisphere on t1 and he scoops. I told him he was silly and should have gone on the Ichorid beatdown plan. He agrees and we go to game 2.
Game 2: Play Trinisphere but then get beat down by Ichorids. Something to note is that I should have had this in the bag. I forgot that I had a Trinisphere and he cast Contagion twice. Doh!
Game 3: Play Trinishpere and used Faerie Macabre on his first dredger. I destroy two Bridge from Below and his next dredge gets two more and I get crushed with Ichorid and zombies.
1-1
Round 3 (Aggro/NO Elves 2-1)
Game 1: Magus of the Moon and a Chalice of the Void on 1. I get Koth of the Hammer emblem and burn all the elves down. Hanweir Watchkeep crushes.
Game 2: Get a Trinsiphere, Chalice of the Void on 1, and a Magus of the Moon again. I get a Koth of the Hammer right about to ultimate again and his Priest of Titania and double Elvish Archdruid produce enough mana to ultimate Ezuri, Renegade Leader 5 times. He swings for 54 and Kazuul, Tyrant of the Cliffs let's me block 30, coming up just shy of a win.
Game 3: I start off with a Chalice of the Void on 1, and my opponents jimmies are slightly rustled. He gets a Priest of Titania and an Ezuri, Renegade Leader again, but I get a Kazuul, Tyrant of the Cliffs, and a Koth of the Hammer emblem again to machine gun down all of the elves and crash in with the wolves.
2-1
Round 4 (Dream Halls Show and Tell 2-0)
Game 1: I resolve a Chalice of the Void on 1 and a Magus of the Moon. He can't find his pieces and an Instigator Gang and Rakka Mar dole out the harshness.
Game 2: I mull to 6 and see double Mountain, a Pyroblast, a Red Elemental Blast, and a handful of beats. I decide to keep because of the hate cards. I end up using the Pyroblast to battle over a Trinisphere, but he has two Force of Will and I don't resolve it. I get Rakka Mar and Magus of the Moon into play. He casts Cunning Wish for his out and I use the Red Elemental Blast to stop it. Rakka Mar ends the game.
3-1
Ended the night almost undefeated (my own fault), and was pretty happy with the deck. I think I want Relic of Progenitus in the board because I have to take out the Chalice of the Void in the dredge matchup anyway so the cmc of one seems irrelevant. Let me know what you think. Thanks
Zupponn
07-18-2013, 06:36 PM
Glad to see you do well with the deck. I've never been a fan of the Werewolves version, but if you're liking it, keep it going.
Hireax
07-19-2013, 07:56 AM
Very nice report!
I like how there are so many roads to take with the deck and clearly given the right circumstances all of them CAN perform well. My holidays are about to start, but reading this thread, and tasting the devotion of the players posting in this thread, has given me an urge to slowly start building this deck. Red is, by far, my favorite color.
I'll be testing when I get back in three weeks time (I leave to France next Friday) and will start getting more involved in playtesting right after! Thank you all for giving me the urge to get this thing going! :D
Cheers,
ponos
07-20-2013, 05:16 AM
Here is one of my DS approaches im brewing. I'm trying to keep 3 cmc build, so i can almost always have T1 play.
Moltensteel Dragon (http://deckbox.org/mtg/Moltensteel%20Dragon) is only 4 cmc card, which is more often than not
fantastic finisher. Priest of Urabrask (http://deckbox.org/mtg/Priest%20of%20Urabrask) vorks well for me here.
Often i have T1 plays like Priest > lockpiece or beatstick or equipment. G2 against blue decks T1 i play Priest and they do not counter,
then I play Vexing Shusher (http://deckbox.org/mtg/Vexing%20Shusher) and there goes :smile: on my face.
Lands
4 City of Traitors (http://deckbox.org/mtg/City%20of%20Traitors)
4 Ancient Tomb (http://deckbox.org/mtg/Ancient%20Tomb)
8 Mountain (http://deckbox.org/mtg/Mountain)
2 Cavern of Souls (http://deckbox.org/mtg/Cavern%20of%20Souls)
Creatures
4 Simian Spirit Guide (http://deckbox.org/mtg/Simian%20Spirit%20Guide)
4 Magus of the Moon (http://deckbox.org/mtg/Magus%20of%20the%20Moon)
4 Priest of Urabrask (http://deckbox.org/mtg/Priest%20of%20Urabrask)
4 Taurean Mauler (http://deckbox.org/mtg/Taurean%20Mauler)
4 Boros Reckoner (http://deckbox.org/mtg/Boros%20Reckoner)
2 Kruin Outlaw/Terror of Kruin Pass (http://deckbox.org/mtg/Kruin%20Outlaw)
2 Jaya Ballard, Task Mage (http://deckbox.org/mtg/Jaya%20Ballard,%20Task%20Mage)
2 Moltensteel Dragon (http://deckbox.org/mtg/Moltensteel%20Dragon)
Other Spells
4 Chalice of the Void (http://deckbox.org/mtg/Chalice%20of%20the%20Void)
3 Blood Moon (http://deckbox.org/mtg/Blood%20Moon)
2 Trinisphere (http://deckbox.org/mtg/Trinisphere)
3 Chrome Mox (http://deckbox.org/mtg/Chrome%20Mox)
2 Umezawa's Jitte (http://deckbox.org/mtg/Umezawa%27s%20Jitte)
2 Sword of War and Peace (http://deckbox.org/mtg/Sword%20of%20War%20and%20Peace)
Sideboard is just a scrap for now:
Sideboard
SB: 4 Vexing Shusher
SB: 3 Ensnaring Bridge
SB: 2 Bonfire of the Damned
SB: 3 Anarchy
SB: 3 Manic Vandal
kusumoto
07-20-2013, 10:15 AM
Ended the night almost undefeated (my own fault), and was pretty happy with the deck. I think I want Relic of Progenitus in the board because I have to take out the Chalice of the Void in the dredge matchup anyway so the cmc of one seems irrelevant. Let me know what you think. Thanks
Don't use relic. Just use Tormod's Crypt and keep in chalice. Chalice at one stops all of the disruption in dredge and most of their draw spells.
Ace/Homebrew
07-20-2013, 03:43 PM
@Dicebox - Bonfire where X=2 kills most creatures in the format. It is usually worth it at either 3 or 5 mana. I've included them in my 75 since I picked up the deck, although they have moved from the maindeck to the sideboard most recently.
@Kommand3r - What is MODO style?
Against Manaless Dredge, did you make sure to choose "draw" on the games you got to decide who starts? You Time Walk them when you do that, plus you get an extra card. Your match is also a lesson in why you only give advice after the round!
@Kusumoto - There's a difference between Dredge and Manaless Dredge. Your advice is good against Dredge, but not the Manaless version. Chalice and Blood Moon still have some application against Dredge. Blood Moon has ZERO application against Manaless Dredge and Chalice can only stop them from flashing back Cabal Therapy. I have found Manaless Dredge to be a very difficult matchup because Trinisphere is the only lock piece that has any effect on them. :frown:
Sunsatzu
07-20-2013, 04:59 PM
im using MUD with blood moon in sb, and saw a dragon stompy list, in love already. a few questions-
1. Rakka Mar. Purpose?
2. When is it proper to MD Stone Rain?
3. Is Cavern of Souls not necessary? Why?
Ace/Homebrew
07-20-2013, 06:42 PM
1. Rakka Mar. Purpose?
2. When is it proper to MD Stone Rain?
3. Is Cavern of Souls not necessary? Why?
I'll leave Rakka Mar for someone else to defend since I took her out of my 75.
I'm up to 3 MD Stone Rain as of the last time I posted a list. I am toying with going -1 FtK, -1 Jitte; +1 Stone Rain, +1 Koth for my event on Sunday. I have found that getting turn 1 Blood Moon on the draw typically leaves the opponent with 1 basic and sometimes that 1 basic is enough for them to play through the lock. Stone Rain helps keep the lock. What I did not expect but found helpful is that Stone Rain keeps Trinisphere relevant in the mid-game. The decks that only run 18 lands are significantly affected by Stone Rain under a 3sphere. I appear to be the only one using them and so far I have been increasing the number I use.
I jammed 3 Caverns into a previous list. The very few times I snuck a Magus through counters was not worth the multitude of times where my Caverns wouldn't let me generate :r: to jump a Pit Dragon or cast a Blood Moon... It seems like it is a better card in the Werewolf Stompy lists where everything is a Human.
As a side note: Be mindful when untapping a Mountain with Koth. Make sure that the Mountain you select was not the one you just played that turn because it will still have summoning sickness.
Zupponn
07-21-2013, 03:47 PM
Rakka Mar is useful because she makes dudes to attack and block forever. This way, she can win you games on her own while at the very least leaving an elemental token behind if she gets targeted by spot removal. Her haste is relevant too when trying to deal with enemy planeswalkers.
As a side note: Be mindful when untapping a Mountain with Koth. Make sure that the Mountain you select was not the one you just played that turn because it will still have summoning sickness.
Hehe. Yeah, that's something to be aware of. I've done that before. Also, remember that you can still tap the mountain for mana after you animate it. That helps in casting 5 mana guys from time to time.
guidogulp
07-21-2013, 10:37 PM
I've been playing Dragon Stompy for quite a while now and the version that has work the best for me is the follwing one. Given the current meta you absolutely need the 8 moon effects plus the 4 trinis, revokers are also desirable and 3 (plus another on SB) are fine for me.
Regarding equipments, I decided to cut off the 2 Kruin Outlaw I was previously using and instead put 2 Sword of body and mind, as I consider the pro green to be necessary right now (also none of the other swords are quite this good for this meta and this deck, imo). Jitte, though is an excellent choice, is often denied by CotV @2 and the deck already has many dead cards...
But the card that imo improves the deck greatly is Magma Jet... not only to kill many threats (hierarch, delver, deathrite) but also to filter dead cards, and I found it totally worth the 4 slots. I recommend you to try them and post your thoughts...
Here it goes:
Lands -19-
8 Mountain
3 Cavern of Souls
4 City of Traitors
4 Ancient Tomb
Creatures -18-
4 Simian Spirit Guide
4 Magus of the Moon
3 Hanweir Watchkeep
4 Instigator Gang
3 Phyrexian Revoker
Spells -19-
3 Chrome Mox
2 Sword of Body and Mind
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
2 Bonfire of the damned
4 Magma Jet
PS: Taurean Mauler and Mondronen Shaman suck!
Ace/Homebrew
07-21-2013, 11:15 PM
Got 25th out of 51 people at the PLS at Redcap's today. :rolleyes:
Poor performance was due to errors I should have avoided...
10 Mountains
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
4 Simian Spirit Guide
4 Blood Moon
4 Magus of the Moon
4 Chalice of the Void
3 Trinisphere
4 Gathan Raiders
4 Rakdos Pit Dragon
4 Stone Rain
1 Umezawa's Jitte
4 Koth of the Hammer
2 Flametongue Kavu
Sideboard
3 Ingot Chewer
2 Bonfire of the Damned
3 Phyrexian Revoker
2 Confusion in the Ranks
3 Faerie Macabre
1 Trinisphere
1 Umezawa's Jitte
I went for full playsets of Stone Rain and Koth. I regret neither.
Round 1 - Roy playing Dark Maverick - Loss 1-2
Game 3 I had CotV@1 and the game winning Blood Moon in hand. He Duresses, taking it leaving me with 2 Koth and lands. I draw a RPD and then realize there was no way he should have been able to steal my Blood Moon. I wasn't paying attention to the Chalice because I was focused on a foil Forest that looked like FtV Dryad Arbor. :mad:
Round 2 - Charles playing Shardless BUG - Win 2-0
He scooped after Blood Moon resolved both games.
Round 3 - Chris playing Mono U Omniscience - Loss 0-2
I had learned from prior Show and Tell matches that the easiest way to get the permanent you want on the board is to let them play Show and Tell... Well I forgot cause I haven't played against a S&T variant in a while. Game 2 I kept a hand with 2 Trinisphere and walked both of them into Force of Will. Game ends with him staring down lethal on my next turn. He has Omniscience in play and Ponder in hand. He looks at the top 3 and shuffles! I cut an Emrakul right to the top and that's game.
Round 4 - Ryan playing Armageddon Stax - Win 2-1
Stone Rain wins the game by keeping him off :w: mana.
Round 5 - Eric playing ANT - Win 2-1
Trinisphere and Stone Rain do the heavy lifting
Round 6 - Avery playing BUG Planeswalker Control - Loss 0-2
I keep a loose hand with 2 FtK because I put him on Shardless BUG from previous games we've played... Oops.
Game 2 I get CotV@1 followed with CotV@2 and think I've got the game locked up. He taps out for Pernicious Deed and ruins my day. I cannot come back from that.
I am very happy with the list I played and very disappointed with my mistakes. Stone Rain is nuts... go figure.
Blastoderm
07-22-2013, 12:04 AM
Got 25th out of 51 people at the PLS at Redcap's today. :rolleyes:
Poor performance was due to errors I should have avoided...
10 Mountains
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
4 Simian Spirit Guide
4 Blood Moon
4 Magus of the Moon
4 Chalice of the Void
3 Trinisphere
4 Gathan Raiders
4 Rakdos Pit Dragon
4 Stone Rain
1 Umezawa's Jitte
4 Koth of the Hammer
2 Flametongue Kavu
Sideboard
3 Ingot Chewer
2 Bonfire of the Damned
3 Phyrexian Revoker
2 Confusion in the Ranks
3 Faerie Macabre
1 Trinisphere
1 Umezawa's Jitte
I went for full playsets of Stone Rain and Koth. I regret neither.
Round 1 - Roy playing Dark Maverick - Loss 1-2
Game 3 I had CotV@1 and the game winning Blood Moon in hand. He Duresses, taking it leaving me with 2 Koth and lands. I draw a RPD and then realize there was no way he should have been able to steal my Blood Moon. I wasn't paying attention to the Chalice because I was focused on a foil Forest that looked like FtV Dryad Arbor. :mad:
Round 2 - Charles playing Shardless BUG - Win 2-0
He scooped after Blood Moon resolved both games.
Round 3 - Chris playing Mono U Omniscience - Loss 0-2
I had learned from prior Show and Tell matches that the easiest way to get the permanent you want on the board is to let them play Show and Tell... Well I forgot cause I haven't played against a S&T variant in a while. Game 2 I kept a hand with 2 Trinisphere and walked both of them into Force of Will. Game ends with him staring down lethal on my next turn. He has Omniscience in play and Ponder in hand. He looks at the top 3 and shuffles! I cut an Emrakul right to the top and that's game.
Round 4 - Ryan playing Armageddon Stax - Win 2-1
Stone Rain wins the game by keeping him off :w: mana.
Round 5 - Eric playing ANT - Win 2-1
Trinisphere and Stone Rain do the heavy lifting
Round 6 - Avery playing BUG Planeswalker Control - Loss 0-2
I keep a loose hand with 2 FtK because I put him on Shardless BUG from previous games we've played... Oops.
Game 2 I get CotV@1 followed with CotV@2 and think I've got the game locked up. He taps out for Pernicious Deed and ruins my day. I cannot come back from that.
I am very happy with the list I played and very disappointed with my mistakes. Stone Rain is nuts... go figure.
You should keep trinisphere in hand and put it in when he show and tells. I won games easily with this when I sided them in with 12post.
4 Ancient Tomb
4 City of Traitors
8 Mountain
4 Chrome Mox
4 Lotus Petal
4 Manamorphose
4 Priest of Urabrask
4 Seething Song
4 Chalice of the Void
4 Magus of the Moon
4 Blood Moon
4 Empty the Warrens
4 Rakdos Pit Dragon
4 Gathan Raiders
SB: 3 Tormod's Crypt
SB: 4 Trinisphere
SB: 2 Anarchy
SB: 4 Powder Keg
SB: 2 Confusion in the Ranks
Dice_Box
07-23-2013, 10:46 AM
Played a Mogg build tonight. I will list it tomorrow when its not half 11. I went 2-2 winning against two RUG Delver and losing to a friend playing Goblins and the most resilient Reanimator deck I have ever seen. He had main deck answers for a fair amount of my locks. Moment of that match was him paying 3 to play a Lotus Petal and then next turn using it to combo off past my Moon.
I do tho feel from what I played that the mogg line up needs tweaking. Moggcatcher is a great plan but I did not land one all night. The Mogg build has this wonderful toolbox but its very slow to get going. I also found that I either had the game won before I needed to push fetching for goblins or my stuff was just burnt out. Still the looks I got of total shock when Settler landed was well worth that. Drew her twice, but I wish she had more power. Goblin Goon was a great card to have, no one saw it coming and the guy I let look through my deck could not believe it was in there. Still dropping a 4 drop 6/6 on the back of a Trinisphere meant that having more creatures on the field than the other guy was not hard. Going to test again with him but I think he is a keeper.
Rakka Mar was the standout card of the day. This old lady is just nuts. I love her and the speed she gives board presence is just overwhelming. Flametongue Kavu was a good second MVP but Mar won the title. I think that Mar is one of my new Fav red cards. Lackey still has the title.
The other thing I noticed is how hard it is to Sideboard with this deck. Its hard because the main is so well tuned to start with that you look at everything and just decide to keep it all. I think I will go in with a different view on the sideboard now. Unless the cards are perfectly matched for a harder match up, I do not think I will run them. No halfways here. The deck works so if I am taking something out, what goes in must be the best card for the job and not a one size fits all answer. In short no O ring style cards.
To end I am going to say, dam I am glad I built this. Nothing is more fun than watching an unfair deck fold to the deck that makes the playing field more level. I hate blue, I love this.
Zupponn
07-24-2013, 04:43 PM
Do you have a list of what you ran?
Dice_Box
07-24-2013, 05:24 PM
This was my list. I put it together and found out I had one less Moggcatcher than I thought I did. So I put in an order for one, sleeved up a Goon and played with the incompleat deck. Was good fun regardless. Best bit was dropping a moon and having the other guy say "Dam, I don't have any basics." Its strange to win a game before the other guy even drops a card.
Creatures:
4 Magus of the Moon
3 Moggcatcher
3 Flametongue Kavu
1 Goblin Goon
1 Goblin Settler
1 Jaya Ballard, Task Mage
1 Kiki-Jiki, Mirror Breaker
2 Rakka Mar
3 Siege-Gang Commander
4 Simian Spirit Guide
Art:
4 Chalice of the Void
4 Chrome Mox
3 Trinisphere
2 Umezawa's Jitte
Others:
4 Blood Moon
1 Koth of the Hammer
Lands:
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
8 Mountain
Side:
4 Phyrexian Revoker
3 Pyrokinesis
3 Anarchy
3 Confusion in the Ranks
1 Tuktuk Scrapper
1 Goblin Sharpshooter
When I sleeve this up next week I think I might see about putting in some more directed hate. My match up against a grave deck was a pain but there are only 2 out of a seed of 30 ish so I am not really thinking I need worry about that. If I start seeing KotR though I will change my turn.
Zupponn
07-25-2013, 02:10 PM
If I have any suggestions to a new Dragon Stompy player, the thing I would say would be to goldfish this deck as much as you can. Doing this will teach you how to mulligan properly, which is key to this deck winning many games.
Also, GY hate is something I've been mulling over recently. I've never really had much need for it myself, but it might not hurt to have a Tormod's Crypt or two just in case. It depends on what your local meta looks like.
Another thing to try out would be Ratchet Bomb because it is both good against Enchantress and swarm decks like Goblins or Elves. Hell, you might be able to bring it in vs Empty the Warrens or Dredge if you wanted to.
Zupponn
07-29-2013, 02:36 AM
So, here's an updated list of what I've been running lately:
11x Mountain
4x City of Traitors
4x Ancient Tomb
4x Magus of the Moon
4x Simian Spirit Guide
4x Moggcatcher
3x Siege-Gang Commander
3x Flametongue Kavu
2x Rakka Mar
1x Tuktuk Scrapper
1x Jaya Ballard, Task Mage
1x Kiki-Jiki, Mirror Breaker
4x Chalice of the Void
4x Chrome Mox
4x Blood Moon
3x Trinisphere
2x Umezawa's Jitte
1x Koth of the Hammer
SIDEBOARD:
3x Phyrexian Revoker
3x Anarchy
3x Confusion in the Ranks
2x Pyrokinesis
2x Ratchet Bomb
1x Goblin Sharpshooter
1x Tuktuk Scrapper
Not too much has changed, but the few things that have have been very good. I really was not happy with how Goblin Settler preformed, so I swapped it with a Tuktuk Scrapper, who has been outstanding every time I see him. Kiki-Jiki, Mirror Breaker has also been a favorite of mine, useful every time I see it or search it up. The other change to note is the swapping of a Phyrexian Revoker and a Pyrokinesis for a pair of Ratchet Bombs in the sideboard. I'm not sure how much I like it yet. More testing will tell. I have yet to see the Goblin Sharpshooter, but I want to keep it in just in case.
Today on MTGO I played 4 different decks in the Tournament Practice room with decent success:
Canadian Thresh (2-0):
I've never really had a very difficult time with Thresh as long as I'm able to get something to stick, which happened here. Chalice and Trinisphere really shine here. SGC finishes them off both times.
Omniscience (1-2):
G1 he comboed out T3. G2 my Trinisphere off of Show and Tell stopped him cold. G3 I had lethal next turn and chose not to play either the Trinisphere or the Confusion in the Ranks in my hand. He then proceeds to hardcast Dream Halls and win. I wasn't thinking about the Dream Halls being a possibility. My bad.
Big Death and Taxes/White Weenie? (2-0) (1-2):
I played 2 matches against this deck. They were interesting.The deck was a mon white deck that ran Mox Diamonds, Ancient Tombs, Thalia, Jotun Grunt, Imposing Sovereign, Stoneforge Mystic, Batterskull, Umezawa's Jitte, and Ethersworn Cannonist from what I saw. The first match I stomped him hard. The second match was much closer, with me flooding out G1, winning from a 2-20 life deficit G2 through Moggcatcher, and then went on to lose G3 when I had a Ratchet Bomb with 1 counter vs his board of Jitte, SFM, and Thalia. I was at a healthy life total, but decided to tick up the Bomb and then Anarchy. I proceeded to lose to a Leonin Relic-Warder hitting Ratchet Bomb, an Imposing Sovereign, and an Ethersworn Canonist. I feel that waiting would have been the best choice, both keeping my Anarchy live and forcing him to blow the Leonin early on my Bomb. That way I get maximum value out of the Anarchy. Of course, I didn't know he had the Leonin, so I'm not extremely worked up about it.
Death and Taxes (2-1):
I love playing against Death and Taxes with the goblin build because you can kill all of their things. Between FTK, SGC, and Jaya, you have a ton of removal for their dudes, not to mention all the stuff that can get brought in from the sideboard. G1 here, I lost to never finding a creature, but G2 was won through SGC and FTK, while Moggcatcher came down T3 in G3 and just wrecked face by bringing SGC to the party along with Tuktuk Scrapper for his Jitte. Kiki-Jiki came in to seal the deal, copying Scrapper to kill off his Vials and then saccing them to SGC to kill off his dudes. That combination of cards wipes their board pretty fast.
Zorker
07-29-2013, 05:51 PM
Hello to everyone i just joine this forum, and this is my first post in this section.
I'm really new/green to legacy so i hope we get along.
This is the skeleton of the decklist i would like to use at my next lgs tournamentç:
Lands[19]
9 Mountain
3 Cavern of Souls
4 Ancient Tomb
4 City of Traitors
Spells [16]
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
4 Chrome Mox
Creatures [20]
4 Magus of the Moon
4 Simian Spirit Guide
4 Phyrexian Revoker
4 Hanweir Watchkeep
4 Instigator Gang
As you might notice this deck is short five cards, that is because i don't know what to add.
I was thinking of adding 2 bonfire of the damned (as a sweeper) but that leaves me with 3 cards left, i was hoping for some suggestions .
The biggest problem i have is the Sb, in my lgs the decks shifts constantly so it's difficult to make a sideboard.
The decks that are going to definitely be there are: 1)Goblins 2) Esper Stoneblade 3)canadian threshold 4) Painter servant
5)affinity 6) Thopter combo. I need some help into building a Sb against them.
Ps: some cards numbers might be strange, that is because i own them only in those numbers.
Esper3k
07-29-2013, 06:18 PM
@Zorker: Hello and welcome!
I'm not personally a fan of Bonfire in this deck simply because as a Stompy deck, you have so little control over when it comes up (and god forbid you open with one in your hand).
I'd advise playing 2-4 pieces of equipment to go along with the creatures you already have. Koth of the Hammer is a popular card choice as well.
Regarding:
1)Goblins - Equipment like Jitte is very good against them. If you are worried about the little swarming decks, cards like Pyrokinesis or Pyroclasm from the board can help clear those out.
2) Esper Stoneblade - Blood Moon is your friend here as well as Revoker on Deathrite Shaman. Your maindeck should already be pretty decent against them, but if you want more, problematic permanents like more Koths can help there.
3)canadian threshold - Blood Moon is again very strong here because they tend not to play any basics. Ancient Grudge from the board sucks, but there's not much you can do against it. Revokers are pretty bad here, so you may want to bring in some form of removal to fight them.
4) Painter servant - Blood Moon is bad, but they play it as well. Revoker is great and you'll want something like Shattering Spree to deal with Ensnaring Bridges (plus Painter/Grindstones).
5)affinity - Similar to the Goblins matchup except Revoker is better here since you can keep them from equipping Cranial Plating with it
6) Thopter combo - Revokers, Blood Moons, your usual maindeck stuff should be fairly good here.
Zupponn
07-29-2013, 08:41 PM
I think that any number of Flametongue Kavu would be good too because all the decks you named will have targets.
LeoCop 90
07-29-2013, 09:51 PM
Bonfire of the damned would be good against each deck that you named, and so would be flametongue kavu. I would for sure add two umezawa's jitte,and then 3 bonfire/kavu.... maybe kavu is better because it's a creature and there would be less probabilities that you run off of beaters.
Zorker
07-30-2013, 09:54 AM
Thanks to everyone for the answers.
I'm sold onto the split Kavu/Jitte( Adding the kavus adds more beaters) , since i'm not acquainted with the humongous amount of cards in legacy could someone point to me the most efficient cards ?.
PS: I got all the cards excep city of traitors(where i live a playset is almost 100 euro T.T)
Dice_Box
07-30-2013, 10:11 AM
Sorry, the most efficient cards for doing what exactly? I will make any suggestions I can once I know.
Also get city, it speeds up the deck, it's on the Reserve list so the card will not be reprinted and it's unlikely to see a price drop. It might look expensive now, it will look worse later.
Zorker
07-30-2013, 11:14 AM
Sorry, i meant SB cards suggestions.
Ps: I recently bought/traded almost all the deck, so the city right now it's a bit expensive
Zupponn
07-30-2013, 06:18 PM
I know I posted this just a few posts ago, but here's what I run in my sideboard right now:
3x Phyrexian Revoker - I have Revoker in the Sideboard, and you have them Mainboard, so there's not much to say here.
3x Anarchy - With Death and Taxes on the rise right now and Enchantress always a rough matchup, I feel that Anarchy is a must. It also is pretty effective vs Maverick if you run into it.
3x Confusion in the Ranks - Sneak Show and Omni-Tell are two decks that can just ignore much of what we do, so having something to combat them is nice.
2x Pyrokinesis - One of my favorite sideboard cards because it is highly effective vs the many swarm decks of Legacy, most of which we tend to have troubles with.
2x Ratchet Bomb - I am torn about the inclusion of this card in the Goblin build because I've been finding it a little unnecessary with how the Goblin build runs. In any of the other builds, it's probably a must vs both swarm decks and is pretty effective vs Enchantress.
1x Goblin Sharpshooter - This is a test in the Goblin build, I'm not sure if it's really what you want.
1x Tuktuk Scrapper - Another card for the Goblin build. You probably don't want this either.
Other cards to consider:
Ingot Chewer - Highly effective card vs any kind of artifact. I was liking it when I was running a standard version of DS.
Koth of the Hammer - A good threat vs control decks, who tend to have few answers to him early on besides countermagic. Kills Jace TMS for days, and if his ultimate goes off, GG.
Jaya Ballard, Task Mage - Probably a good inclusion if you need a little more removal in the Sideboard.
Spinal Villain - A good card vs Merfolk.
Pyroclasm, Volcanic Fallout - If you don't want to run Pyrokinesis, both of these are good options. Pyroclasm is easier to cast, but Fallout is uncounterable. I prefer Pyrokinesis because you can cast it for 0 mana.
Zorker
07-31-2013, 07:33 AM
@Zuppon: No problem any help is welcome.
3x Anarchy -
3x Confusion in the Ranks -
2x Pyrokinesis -
2x Ratchet Bomb -
These seems very good, i'll be studying then posting my Sb.
Zorker
08-03-2013, 08:08 AM
While i'm waiting to play the lgs legacy torunament this decklist came to mind: It has a LD theme.
Lands: 19
4 Ancient Tomb
4 City of Traitors
11 Mountain
Artifacts: 12
4 Chrome Mox
4 Chalice of the Void
4 Trinisphere
Enchantments: 4
4 Blood Moon
Creatures: 20
4x magus of the moon
4x simian spirit guide
4x Instigator Gang
4x avalanche riders
3x Phyrexian Revoker
1x Jaya Ballard, Task Mage
Instants/Sorcery: 4
4x magma jet/Stone rain
Planeswalker: 1
1x Koth of the hammer.
What do you think of it?
Blastoderm
08-03-2013, 09:46 AM
While i'm waiting to play the lgs legacy torunament this decklist came to mind: It has a LD theme.
Lands: 19
4 Ancient Tomb
4 City of Traitors
11 Mountain
Artifacts: 12
4 Chrome Mox
4 Chalice of the Void
4 Trinisphere
Enchantments: 4
4 Blood Moon
Creatures: 20
4x magus of the moon
4x simian spirit guide
4x Instigator Gang
4x avalanche riders
3x Phyrexian Revoker
1x Jaya Ballard, Task Mage
Instants/Sorcery: 4
4x magma jet/Stone rain
Planeswalker: 1
1x Koth of the hammer.
What do you think of it?
not enough finishers...looks like you just die to batterskull
ActionJunkie
08-04-2013, 09:36 PM
Is it reasonable to move all or most Phyrexian Revoker to sideboard (or out of the 75) and move 2-3 Bonfire of the Damned to main-deck? I recently picked up Wolf Stompy after playing D&T the last six months and saw most of the recent high finish lists are running x4 Phyrexian Revoker and x0 Bonfire main-deck. I realize the versatility of Revoker (from D&T experience) but Bonfire seems to permanently remove most of Revokers targets while having A LOT more reach and splash damage?
Dice_Box
08-04-2013, 10:26 PM
Bonfire will not stop non creature issues like Top, Jitte or planeswalkers so I would keep an answer for them around.
Ace/Homebrew
08-04-2013, 11:52 PM
While i'm waiting to play the lgs legacy torunament this decklist came to mind: It has a LD theme.
I'm curious to hear how good you found your list. I'm loving 4 maindeck Stone Rain but too much LD seems like overkill. Keep in mind that most of the decks you play against will only have 2-4 basic lands... the rest will be Mountains. Blastoderm is correct about needing a "finisher". Avalanche Riders costs :6::r::r: over 2 turns and takes 10 turns to kill someone. That's 10 turns to find an out to your locks or your threat.
@ Junkie - After testing it for a long while, I prefer to bring in Bonfire of the Damned from the sideboard rather than use it in the main deck. It DOES help deal with a planeswalker at low loyalty, or just keeping them from their ultimate. I also keep my 3 Revokers in the sideboard because I refuse to allow my main deck "red" count to go below 27, otherwise I find a lot of worthless Chrome Moxes in my opening hand.
-------
A lot of recent lists here are using 0-1 Koth of the Hammer! Is no one else having success with him? Jace and Lilianna cannot deal with him and his emblem under a Blood Moon is GG...
After 2 weeks of busy Wednesdays, I am hoping to get to a weekly event and piss everyone off by making them play out the top 8. As usual I'll let you know how it goes. :laugh:
Zorker
08-05-2013, 03:55 AM
@ Ace/Homebrew : the list i posted was hipotetical, i didn'tplay it :-).
Also the the tournament din't go well 0-2 drop, even if a an underground sea(unlimited-italian) would've been a good catch.
For my lgs Next legacy tournament i've decided to run this list:
10 Mountain
4 City of Traitors
4 Ancient Tomb
4 Chrome Mox
4 Simian Spirit Guide
3 Trinisphere
4 Chalice of the Void
4 Stone Rain
4 Blood Moon
4 Magus of the Moon
4 Gathan Raiders
4 Rakdos Pit Dragon
2 Flametongue Kavu
4 Koth of the Hammer
1 Umezawa's Jitte
it's Ace's list , i got it from another forum XD.
But i sadly miss revokers T.T
Also how do i higlight/Links cards?
PS: Blasto was right
Ace/Homebrew
08-05-2013, 01:14 PM
Also how do i higlight/Links cards?
You surround the name of the card with a tag. You close the tag with [/ cards] without the space. Preview your post rather than just posting it and you can check to see if you got it to work. :smile:
Unless you have a time constraint, I'd recommend playing through a 0-2 start. Tournament experience is hugely important when picking up a new deck that is as unforgiving of mistakes as this one.
My current sideboard is:
3 [cards]Ingot Chewer
3 Faerie Macabre
2 Confusion in the Ranks
1 Umezawa's Jitte
1 Trinisphere
3 Phyrexian Revoker
2 Bonfire of the Damned
After game 1 it can be pretty easy to identify dead cards. FtKs and Jitte will come out for Revokers against control strategies. Stone Rain comes out against the decks without basic lands and usually Bonfires and Jitte come in because those decks are creature based (Jund, RUG, BUG).
Best of luck!
If you post the rounds you lost, the people here can give advice on what they would have done.
Zorker
08-06-2013, 03:31 AM
Thanks again, my meta is becoming more clear:
D&T, Imperial painter, Balaustre spy, Shardless bug uwr miracles, canadian affinity etc, plus more decks that uses Blue So Boil Might be an option
Blastoderm
08-07-2013, 02:27 AM
I'm curious to hear how good you found your list. I'm loving 4 maindeck Stone Rain but too much LD seems like overkill. Keep in mind that most of the decks you play against will only have 2-4 basic lands... the rest will be Mountains. Blastoderm is correct about needing a "finisher". Avalanche Riders costs :6::r::r: over 2 turns and takes 10 turns to kill someone. That's 10 turns to find an out to your locks or your threat.
@ Junkie - After testing it for a long while, I prefer to bring in Bonfire of the Damned from the sideboard rather than use it in the main deck. It DOES help deal with a planeswalker at low loyalty, or just keeping them from their ultimate. I also keep my 3 Revokers in the sideboard because I refuse to allow my main deck "red" count to go below 27, otherwise I find a lot of worthless Chrome Moxes in my opening hand.
-------
A lot of recent lists here are using 0-1 Koth of the Hammer! Is no one else having success with him? Jace and Lilianna cannot deal with him and his emblem under a Blood Moon is GG...
After 2 weeks of busy Wednesdays, I am hoping to get to a weekly event and piss everyone off by making them play out the top 8. As usual I'll let you know how it goes. :laugh:
I play 3 koth :) He's awesome in my goblin build.
Ace/Homebrew
08-07-2013, 10:47 PM
0-2 drop tonight. Wah wah :rolleyes:
What have people done against D+T? I played against it with Stompy for the first time tonight. Mull to 6 and a lousy keep lost me game 2 but game 1 seems to heavily favor them...
ponos
08-08-2013, 10:13 AM
Legacy trial on magic league won by Chalice Stompy - Sneak Attack hybrid
http://www.magic-league.com/deck/82377/legacy.html#Big%20Red191726
ActionJunkie
08-08-2013, 10:19 AM
0-2 drop tonight. Wah wah :rolleyes:
What have people done against D+T? I played against it with Stompy for the first time tonight. Mull to 6 and a lousy keep lost me game 2 but game 1 seems to heavily favor them...
I just switched to Werewolf Stompy from D&T :wink:. I haven't tested the matchup specifically extensively, but I would guess a heavy creature build would be fine. Advantage to decks with Phyrexian Revokers main-deck or SB them in for Vial/Jitte/other Equipment. Decks light on beaters (such has heavy Koth builds) or that use Moggcatcher would be at a disadvantage because of the mana-denial/non-creature spell hate.
The few games I've played with a Werewolf Stompy were close to 50/50 but seemed to slightly favor Stompy and that's without Revoker main-deck. The x4 2R Werewolf and x4 3R (Instigator Gang) in addition to other threats did work even with Flickerwisp occasionally resetting the Werewolves. Mother of Runes can be tough if you don't get a Chalice out on 1 though there are outs like a resolved Koth/Bonfire.
Zupponn
08-08-2013, 04:17 PM
Decks light on beaters (such has heavy Koth builds) or that use Moggcatcher would be at a disadvantage because of the mana-denial/non-creature spell hate.
I've actually found the Death and Taxes matchup very favorable with the Moggcatcher build. Between FTK, SGC, and Jaya, you have plenty of removal for their dudes. They tend to have a tough time when you take out their whole board position.:wink:
Legacy trial on magic league won by Chalice Stompy - Sneak Attack hybrid
http://www.magic-league.com/deck/82377/legacy.html#Big%20Red191726
There's actually a thread for this under the New and Developmental section. It's called Big Red.
ActionJunkie
08-09-2013, 01:33 AM
I've actually found the Death and Taxes matchup very favorable with the Moggcatcher build. Between FTK, SGC, and Jaya, you have plenty of removal for their dudes. They tend to have a tough time when you take out their whole board position.:wink:
There's actually a thread for this under the New and Developmental section. It's called Big Red.
The Ports and Wastelands are what I figured would keep one off of Moggcatcher. I can see FTK and Jaya being really good!
Blastoderm
08-09-2013, 01:56 AM
I've actually found the Death and Taxes matchup very favorable with the Moggcatcher build. Between FTK, SGC, and Jaya, you have plenty of removal for their dudes. They tend to have a tough time when you take out their whole board position.:wink:
There's actually a thread for this under the New and Developmental section. It's called Big Red.
This. The goblins just overrun them. If D&T is in your meta i suggest playing anarchy in your sideboard.
Sunsatzu
08-09-2013, 05:32 PM
problem decks for me have been Omni-Show and Elves. what are our best options? it seems no matter what hate i play they are able to get around it before i can finish the game. Elves uses GSZ/NO and Show just wishes, what can i do?
Zupponn
08-10-2013, 08:17 PM
problem decks for me have been Omni-Show and Elves. what are our best options? it seems no matter what hate i play they are able to get around it before i can finish the game. Elves uses GSZ/NO and Show just wishes, what can i do?
Against Omni-Show, I'm a huge fan of Confusion in the Ranks out of the board, but a Trinisphere off of Show and Tell can ruin their game plan just as well.
Against Elves, Chalice at 1 is pretty backbreaking, while Trinisphere slows them down nicely as well. I usually have some combination of Pyrokinesis, Ratchet Bomb, and Pyroclasm out of the board to mop up what they do get through. If you can get a Jitte online, I could see that being GG also.
Moon effects are not very useful in either of these matchups, so Blood Moon usually gets sided out. You can leave Magus in unless you have a better creature in you sideboard.
EDIT: Revoker can always hit something relevant vs Elves, so if he's in your sideboard, bring him in for Magus.
LeoCop 90
08-10-2013, 10:27 PM
Elves deck run usually only two basic forests, so magus or blood moon turn 1 against them can be game. I would not side them out... even if they have their forests, gaea's cradle it's probably the best card in their deck and it's good to shut it off.
Zupponn
08-11-2013, 12:06 AM
Fair enough. That makes sense. I guess I haven't seen enough of the newer versions of elves with Deathrite Shaman. The older versions uses to be pretty resistant to Moon effects.
Entromancer
08-11-2013, 02:20 AM
Morning all. I've been playing around with the deck's threat base. Is Seething Song still a bad card for this deck? I was looking at a big version that ran Moltensteel Dragon with Thundermaw Hellkite. It seems like 3 of those with 4 Hound of Griselbrand gives you some solid threats. Also, if I can't get my hands on City of Traitors at the moment, which of these should I use as a substitute: Crystal Vein or Sandstone Needle?
LeoCop 90
08-11-2013, 09:23 AM
Fair enough. That makes sense. I guess I haven't seen enough of the newer versions of elves with Deathrite Shaman. The older versions uses to be pretty resistant to Moon effects.
The typical manabase of today's elves decks is 8/9 fetchlands, 3-4 gaea's cradle, 3 duals, 1 dryad arbor, 2/3 forests.
It's then true that a lot of their creatures produce mana, so they can keep on playing under a blood moon with 1 forest or 1 mana dork out, but a turn 1 blood moon can sure slow them down a lot and in some cases just be game.
Of course, if you have removal like pyrokinesis or pyroclasm in sideboard you must bring them in, so cutting some moon effects it's a possibility if you can't cut anything else.
Overall i think that dragon Stompy is well positioned against elves because both chalice at 1 , trinisphere and moon effects are relevant. Add some removal to this and you just win... considering also that they don't have any creature removal except for abrupt decay in sideboard.
Dice_Box
08-11-2013, 04:36 PM
And the only way we elf players can cast Decay under Moon us with a Birchlore Ranger's. The reason being we have no basic swamp and if we can't crack a fetch then we can't use Deathrite. Unless we have to by slowing down and discarding manually.
Ace/Homebrew
08-11-2013, 10:52 PM
If I can't get my hands on City of Traitors at the moment, which of these should I use as a substitute: Crystal Vein or Sandstone Needle?
Crystal Vein seems more like what City of Traitors does. Coming into play tapped disqualifies Sandstone Needle.
I'm not a huge fan of Seething Song.
Dice_Box
08-11-2013, 11:01 PM
As far as I know Crystal Vein is used in place of City of Traitors in MtgO when City of Traitors was not available.
Zorker
08-14-2013, 08:30 PM
I finally played into a legacy tournament again with the following decklist:
1 Dismember
4 Trinisphere
4 Blood Moon
3 Chrome Mox
4 Chalice of the Void
1 Rakka Mar
4 Hanweir Watchkeep/Bane of Hanweir
3 Instigator Gang/Wildblood Pack
3 Phyrexian Revoker
4 Magus of the Moon
4 Simian Spirit Guide
9 Mountain
3 Cavern of Souls
4 Ancient Tomb
4 City of Traitors
1 Koth of the Hammer
4 Stone Rain.
It might seem odd, but again i didn't have all the cards i wanted so i asked a friend to lend me some.
1) Werewolf Stompy 2 - UWb Miracles 0; i was luck incarnate in this match while my opponent was badluck.
2) Werewolf Stompy 0 - UW miracles 2: both times he locked me out with counterbalance+ sensei divining top
3) Werewolf Stompy 0 - Merfolk 2
4) Werewolf Stompy 1 - Patriot delver 2
Things i learned:
1) Mulligan aggresively
2) be cool
3) rtc
I lost this tournament but at least i get to play the deck, the only gripe i had was that Hanweir Watchkeep/Bane of Hanweir was almost useless.
I think i will test the deck more then modify it.
Koth in 1 x was perfect.
I need something in the Sb for the Islands i hate that card
Zupponn
08-15-2013, 12:04 PM
2) Werewolf Stompy 0 - UW miracles 2: both times he locked me out with counterbalance+ sensei divining top
I'm a little unsure as to how this happened, but ok.
gripe i had was that Hanweir Watchkeep/Bane of Hanweir was almost useless.
Is it because he never flipped? That's why I don't like him.
Zorker
08-15-2013, 02:25 PM
@Zupponn: The second u/w i made a lot of misplays, but also Hanweir Watchkeep/Bane of Hanweir never flipped the whole tournament( i think she hates me).
Also i ha to explain 50% of the time the time some interactions:
Chalice of the void + Trinisphere
Humility + Magus of the moon
Revoker on the elvish version of scimian spirit guide.
Ps: no one figured out that he can destroy non basic lands, wasta style, with a bloodmoon effect in play
Ace/Homebrew
08-20-2013, 01:09 AM
Ps: no one figured out that he can destroy non basic lands, wasta style, with a bloodmoon effect in play
You lost me here... What does this mean?
------------------------------
Late report from last Wednesday. This list (http://www.mtgthesource.com/forums/showthread.php?19745-Deck-Dragon-Stompy&p=738914&viewfull=1#post738914), +2 Jaya Ballard, Task Mage, -1 Stone Rain, -1 Koth of the Hammer.
28 players. Four rounds, then cut to top 8. Top 4 get prizes.
Round 1 - Avery playing Combo Lands - 2-1
Game 1 I mull to 6 and he kills me turn 4 swinging with a 20/20 flying, indestructible token.
Game 2 he tried to get around my Blood Moon with a Mox Diamond but Ingot Chewer stops that.
Game 3 he takes a mulligan and I lead with RPD, follow it up turn 2 with a morph. I swing turn 3 for 13, it's over turn 4.
Round 2 - Adam playing Punishing Jund - 2-1
Game 1 he goes to 6. Blood Moon and Magus make him scoop.
Game 2 he correctly takes my Mox after I kept a 1 land hand. I draw an Ancient Tomb and land a Blood Moon. His Goyf does too much damage and double bolt kills me.
Game 3 he mulls and lands a DRS through my Blood Moon, but cannot get anything useful into either yard... We trade cards until I land a Koth, make an emblem and take the game.
Round 3 - Anthony playing Shardless BUG 2-0
Game 1 I mull to 6 and get lucky to draw both of my FtK to kills his Goyf and DRS. Blood Moon gives me the game.
Game 2 we both mulligan but he goes to 5. I land Magus and win.
Round 4 - Tocco playing ANT 0-2
Tocco is very good and I need practice. I make him play the round. He punishes me for it.
Game 1 he leads and wins turn 2 after my turn of "Mountain, go".
Game 2 I start with "Mountain, go" (again...:cry:). He cantrips and sends it back. I finally play a spell! CotV@1. He goes for it by tutoring for LED with Infernal Tutor. I take the Past in Flames and something else from his yard with a Faerie Macabre and win from there!
Game 3 he starts by taking my Mox. I start with Cotv@1. He wins around it by dropping 3 LEDs turn 2 and playing Ad Nauseam, finding the Abrupt Decay he needs to finish comboing.
I finish 4th.
Top 8
Round 5 - Chris playing Dredge - 0-2
I keep a hand with 3 City of Traitors :rolleyes:. He mulls to 6 and starts with a Putrid Imp. I lead with CotV@1 and follow it with a 3sphere but he gets there cause dredge...
I board in a bunch and play a Mountain and pass the turn... He stomps me hard. Meh...
Strassbaw
08-20-2013, 04:13 PM
Pretty cool report. How are you liking the four Koth main deck?
Also, how has confusion in the ranks helped you? Is it just mainly there for Show and Tell side board?
Lastly has the Jitte been as useful sense the legendary rule change?
Keep up the good work and keep tweaking the list. The deck has potential, and artifact hate besides abrupt decay seems to be on a decline at this moment.
Zupponn
08-21-2013, 06:57 PM
I can't speak for Ace, but I feel that Confusion is pretty close to necessary in order to beat Show and Tell decks. It stops Omni-Show dead in its tracks and can help you steal an Emrakul as well.
Jitte wins games. Before the rule change I was running it not to kill my opponent's, but because a creature carrying a Jitte is one of the most scary things in magic. The advantage that an active Jitte can give you can be insurmountable for some decks to overcome. I've played around with builds that have run a full four in the main because it's that good, but now I'm happy with two because you only need one to take over a game.
Zorker
08-21-2013, 07:25 PM
@Ace/Homebrew, that you can destroy non basic lands with a bloodmoon effect in play
@Strassbaw: i playtested the first list i posted the one with 1 koth, the jitte is the 61st card i've seen it a few times but oh boy it rocked.
Blastoderm
08-21-2013, 08:36 PM
You'll never lose to merfolk with goblin stompy especially with 4 ensnaring bridge in sb....
Siege-gang commander is also good against jace last time I checked.
ActionJunkie
08-22-2013, 04:28 PM
This Goblin Stompy build looks like alot of fun.
Food for thought: Since you're running tons of 2-power creatures in that version, what about Imperial Recruiter? It can grab pretty much everything in the deck and it would increase the consistency of the deck even further. It would also be a nice engine with Kiki which Recruiter can fetch, making it almost a 1-card combo if you have the mana ready.
Actually, the more I think about it, Recruiter could be quite amazing here if the tempo loss is worth it.
Including Phyrexian Revoker and Faerie Macabre :eek:. Very nice!
Almost positive I'm going to try "Goblin Stomby" @ Starcity Cincy a week from Sunday. Been testing "red" stompy for about five weeks now. Started with Wolf then a blend with 3-4 equipment and now been playing around with Goblin ever since reading about it here and realizing Moggcatcher is a "human (!)." Having a Cavern on Human (sometimes Goblin) is sooooooo good. Will share my results if I pull the trigger.
Zorker
08-23-2013, 03:26 AM
Now the goblin stompy list got me curious too XD, it's still the same of page 55 or did it undergo some changes?
DreAmiN
08-23-2013, 10:36 AM
I'm wondering, in an red stompy (Goblin, Werewolf or Dragon), do you think Gauntlet of Might could be added ? It provides a nice boost for either our beaters and our manapool. RDP could have a double Hatred buff.
alphastryk
08-23-2013, 11:53 AM
So I've been encouraged to post my list for Human 'Dragon' Stompy here. Instigator Gang is not really that exciting or powerful, so I propose going big with Godo, Bandit Warlord (+ Batterskull).
This is my list from the last time I played it:
4 Ancient Tomb
4 City of Traitors
4 Cavern of Souls
7 Mountain
4 Chrome Mox
4 Simian Spirit Guide
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
4 Magus of the Moon
4 Hanweir Watchkeep
2 Godo, Bandit Warlord
2 Batterskull
1 Sword of Fire and Ice
1 Umezawa's Jitte
3 Seething Song
2 Mondronen Shaman
2 Taurean Mauler
Sideboard:
3 Bonfire of the Damned
4 Faerie Macabre
3 Manic Vandal
2 Jaya Ballard, Task Mage
3 Confusion in the Ranks
Zupponn
08-23-2013, 03:20 PM
Now the goblin stompy list got me curious too XD, it's still the same of page 55 or did it undergo some changes?
My list hasn't changed from page 55, except for a little sideboard tweaking here and there. I'm not sure if Blastoderm's has or not.
@alphastryk: I was thinking about Godo for a while as well, but never got around to testing him. The main thing that turned me off was his 6 CMC. He is a pretty big threat that brings Batterskull or utility equipment to the party though.
alphastryk
08-23-2013, 04:08 PM
My list hasn't changed from page 55, except for a little sideboard tweaking here and there. I'm not sure if Blastoderm's has or not.
@alphastryk: I was thinking about Godo for a while as well, but never got around to testing him. The main thing that turned me off was his 6 CMC. He is a pretty big threat that brings Batterskull or utility equipment to the party though.
Yeah, Godo can be hard to cast, and I think requires you to play Seething Song. That said, he isn't that much harder to cast than Arc Slogger used to be and i never had problems there either.
Entromancer
08-23-2013, 06:59 PM
Isn't Seething Song a bit risky...moreso than usual, anyway?
phazonmutant
08-25-2013, 01:40 AM
Thanks for posting your list, alphastryk! I like Revoker instead of some of the shittier creatures you have filling out the deck though. It fills in the curve to make Seething Song better and D&T and iPainter both have shown that Revoker does work.
Is 19 lands really enough? All the other lists are running 20 (with no Seething Song).
Entromancer
08-25-2013, 02:29 PM
So I've been encouraged to post my list for Human 'Dragon' Stompy here. Instigator Gang is not really that exciting or powerful, so I propose going big with Godo, Bandit Warlord (+ Batterskull).
This is my list from the last time I played it:
4 Ancient Tomb
4 City of Traitors
4 Cavern of Souls
7 Mountain
4 Chrome Mox
4 Simian Spirit Guide
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
4 Magus of the Moon
4 Hanweir Watchkeep
2 Godo, Bandit Warlord
2 Batterskull
1 Sword of Fire and Ice
1 Umezawa's Jitte
3 Seething Song
2 Mondronen Shaman
2 Taurean Mauler
Sideboard:
3 Bonfire of the Damned
4 Faerie Macabre
3 Manic Vandal
2 Jaya Ballard, Task Mage
3 Confusion in the Ranks
Instead of Mauler and Shaman, what about Hound of Griselbrand?
alphastryk
08-26-2013, 10:22 AM
'Stock' is up to 20 lands now? I thought it always used to be 18 for the hellbent versions...
So revokers over Mauler / Shaman? seems pretty reasonable, probably better than my plan.
ActionJunkie
08-27-2013, 08:15 PM
'Stock' is up to 20 lands now? I thought it always used to be 18 for the hellbent versions...
So revokers over Mauler / Shaman? seems pretty reasonable, probably better than my plan.
The Werewolf/etc. Stompy decks that have been winning and top-8ing in the last ~10 months online have almost all been 20 lands (see mtgdecks.net). I just recently picked up Mono-Red Stompy and can't imagine playing 18 or 19 lands. 20 has seemed pretty much perfect in both x2 Chrome Mox or x3 Chrome Mox builds.
Zupponn
08-28-2013, 10:48 AM
I've always run 18 or 19 lands. Back when I was using Seething Song, 18 was good, giving me 29 mana sources(18 lands, 4 Mox, 4 SSG, 3 Song), but since I've removed them I added in an extra land to give me 27 mana sources (19 land, 4 Mox, 4 SSG). I really don't think that running anything less than 4 Chrome Mox is smart as well.
Do you guys think a 2RR for 4/5 red creature has any value in this deck? It's unconditional, unlike the Werewolves or Hellbent dorks, which means you're never vulnerable to Bolt.
What if it had an activated ability that said 5RR: Win the game?
civet five
08-29-2013, 01:15 AM
Do you guys think a 2RR for 4/5 red creature has any value in this deck? It's unconditional, unlike the Werewolves or Hellbent dorks, which means you're never vulnerable to Bolt.
What if it had an activated ability that said 5RR: Win the game?
Ember Swallower could be good in this deck if there was a way to Monstrous him, or maybe that sexy Wildfire deck in the developing section that got buried. But 5RR is awfully hard to achieve for activation - in which case, you're probably better off with some other big body. I love love love Deus of Calamity and that doesn't really have a spot in this deck, and I think DoC is actually better.
Here's the card from the spoiler: http://forums.mtgsalvation.com/attachment.php?attachmentid=144850&d=1377576820
deakmana
08-30-2013, 05:01 PM
I've been tinkering around with a couple different creature bases. I'm liking Fire Imp a lot. The 1 mana difference between that and FTK can make a big difference with critters you want to hit early (Confidant MoR Stoneforge DRS etc) And I've also been liking Wrecking Ogre a lot. Not a terrible drop for 5. And with Moltensteel Dragon can pick up some turn 4 lethal damage shinnanegans.
LeoCop 90
09-04-2013, 09:48 AM
New spoiler from Theros :
Stormbreath Dragon 3RR
Flying, Haste, Protection from white
Monstrosity 3 5RR
When becomes monstrous,it deals damage to each opponent equal to the number of cards in his hands.
4/4
So this is s slightly smaller thundermaw but protected from swords to plowshares wich is really relevant. There is also the plus of paying 5RR and making him a 7/7 but this dosn't really matter since it is not likely to happen.
Dice_Box
09-04-2013, 09:57 AM
I like the 4/4 with Pro white a lot with the current rise of DnT. I do see this guy seeing some space in mt Hellbent list.
ActionJunkie
09-04-2013, 11:44 PM
So I'll try to give back and share my experience @ SC Cincy this past weekend. Also want to give a shout out to Blastoderm as I absolutely love Moggcatcher/"Goblin" Stompy right now.
Obviously, I didn't top-8. But I do believe we are still amazingly well positioned and a better deck than Imperial Painter in the current meta. I wasn't planning on writing a report so please bare with me as I'll try to give a quick recap of meta, matchups and some "spectator experience."
My list-->
x4 Blood Moon
x4 Magus of the Moon
x4 Chalice of the Void
x2 Trinisphere
x1 Ensnaring Bridge
x1 Stone Rain
x2 Chaos Warp
x1 Umezawa's Jitte
x2 Chrome Mox
x4 Simian Spirit Guide
x1 Imperial Recruiter (grabs EVERYTHING)
x3 Phyrexian Revoker
x1 Jaya Ballard, Task Mage
x4 Moggcatcher
x3 Siege-Gang Commander
x1 Kiki-Jiki, Mirror Breaker
x2 Goblin Settler
x4 City of Traitors
x4 Ancient Tomb
x4 Cavern of Souls (Goblin or Human)
x8 Mountain
Sideboard
x4 Faerie Macabre
x4 Ratchet Bomb
x1 Powder Keg
x1 Defense Grid
x1 Ensnaring Bridge
x1 Phyrexian Revoker
x1 Vexing Shusher (oh look, a goblin!)
x1 Fortune Thief (MVP vs. the Merfolk list I played)
x1 Confusion in the Ranks (wanted x4 but couldn't find room)
Trial + Open -->
A friend and I met up with others Saturday night and we all played in the Legacy Trial.
Round 1 vs. 12post = 2-0
-First game lasted under 2 minutes as he scooped to turn 2 Blood Moon. Game 2 is pretty quick after I turn 1/2 an Imperial Recruiter into a Magus of the Moon.
Round 2 vs. RUG Delver = 2-0
-Took work. Luckily I've playtested this matchup to DEATH. Ran at least one spell into a Daze... played well but never really felt behind as thankfully opponent didn't have a hand full of spell pierce/daze/fow both games.
Round 3 vs. Shardless BUG = 0-2
-Bad luck and opponent was playing a few basics (who does that, lol!). Lost die roll in game 1 so then felt the pain of T1 Thoughtseize into FoW my Blood Moon into T2 Hymn into T3 Goyf = dead. Game 2 I realized he had basics as he fetched for a Swamp right away then we grind for a few turns then his 1-of SB artifact destruction takes out my Ensnaring Bridge so his two Goyfs swing for the win.
Round 4 vs. Enchantress = 2-0
-He was playing a Helm/RIP with Emrakul build so Anarchy would do very little here. Still, Trinisphere/Chalice/Revoker (on Helm) seal the deal.
--> so finished 3-1 and was happy with my play and deck choice... damn you Shardless BUG with basics!
Next day. Da Open.
Round 1 vs. Shardless BUG = 2-0
-He scoops Game 1 to a Turn 1 resolved Blood Moon. Game 2 I resolve a Chalice on 1 and an Ensnaring Bridge, I believe. The turn after I play a Moggcatcher he plays Jace and brainstorms so I Moggcatcher --> Siege-Gang EoT and shoot Jace on my turn. Then I follow with Kikijiki my Siege-Gang and overwhelm with 1/1s and *throwing* Goblins for two damage.
Round 2 vs. Storm = 2-1
-Middle game he goes off with 5 cards on turn 2 (scary!). The other games I win with a resolved Chalice. He tells me after game 3 that if I wouldn't have played the Chalice on 0 in Turn 1 and waited to Chalice on 1 I would have been likely dead from him going off.
Round 3 vs. Shardless BUG = 1-1-1 (vs. Andrew Tenjum <sp>: great player who went undefeated in Standard Swiss the day before)
-Wow, crazy games. I had to fight through THREE Ancestral Visions in BOTH games 1 and 2. Every Blood Moon met a FoW and the one or two times I was able to resolve a Magus of the Moon he had mana to float and then Abrupt Decays the Magus. So yeah fighting through all those cards caused a pretty long match and so we had under 5 minutes left for game 3 so I kept a Blood Moon/Ensnaring Bridge (turn 1) mostly to hedge myself from the loss. The Bridge kept me from dieing from two quick Goyfs.
*Following up with this match - we had quite the crowd. In game 1 after he had fired off his second Ancestral Vision and had a third one with time counters, he sees me play Moggcatcher. At this point we had a couple spectators and they (including Andrew) were like "what"... I smiled. He advances his board with more Strix and another Goyf. I Moggcatcher into Siege-Gang to block his Goyf(s)/Agents. He still feels pretty confidant as his flyers are getting through and he has insane card advantage on me thanks to the Visions/Cascades. I Moggcatcher into KikiJiki to copy the Siege-Gang and like EVERYONE'S jaws drop, LOL, and we get a few more spectators. I'm at 6 life with Andrew at like 16 and facing x3 Strix + Agent(s) + x2 Goyfs when one of his buddys asks if he's going to win this. Andrew goes, "um, I'm not sure, maybe not", LOL. But he does. He Hymns my singleton Jaya before I can play it and have no outs to the x2-3 Strix flyers (my mana & blockers were too busy shooting/blocking the Goyfs/Agents). In game 2 which I won, I went Moggcatcher into Goblin Settler (while not facing much pressure from a Strix and Agent) which also caused more jaw-dropping, lol, especially when I followed it with good o'l Kiki-Jiki and blew up all his lands then a Siege-Gang FTW - again the match still took quite awhile because yet again he fired off THREE Ancestral Visions. *We had such a big crowd right after the match that a bunch of guys bring Caleb Durwald over and fill him in. No clue if Caleb respects the deck enough for an article but from what I saw, chatter everywhere was positive which was nice to see respect for innovation (thanks Blasto :smile: ).
Round 4 vs. Merfolk = 1-2
-Sucked. Game 1 I don't see a single red source outside of x2 Simian Spirit Guides - Turn 1 I saw FoW (removing Spell Pierce) and Wasteland on my Ancient Tomb so I'm putting my opponent on RUG Delver but was very wrong as I quickly died before seeing a Mountain/Mox. Game 2 I win because he can't answer my boarded-in Fortune Thief, LOL - his face while it was morphed was priceless. Game 3 was tough... if I made a single misplay it was here. I really don't know how I lost the game especially after Ratchet Bombing a bunch of 2cc Merfolk. But somehow I do as that damn "Merfolk Leveler" gains flying and gets me in two hits before I can get another Bomb up to 2 and finish him off (I ended up like 1/2 mana short from shooting him for the final 2 damage before dieing to the second attack by the big flying Merfolk aided by lords). Good experience I suppose but wondering if I made any bad plays/decision trees.
Round 5 vs. Sneak & Show = 0-2
-Yep, this sucked too. Game 1 I fight through at least 1 FoW and then he taps 4 for a Sneak Attack and passes turn. I'm holding a Chaos Warp with him having three cards left. I play roulette and Warp the Sneak Attack --> he hits a Scalding Tarn (*whew) BUT then next turn shows ANOTHER Sneak Attack and Emrakul in the 3/4 cards in his hand so I die to Annihilator trigger. Game 2 I mull to 5 on the play and meet yet another FoW. I revoker a Grislebrand and Sneak Attack. He bounces with that 1U blue instant and I lose.
---> so I drop @ 2-2-1 with a long drive ahead of me and friends to be social with.
/Thoughts
*Like I said above, I still think this deck is pretty damn good and arguably better than Imperial Painter. A friend that I made on Saturday night said he was playing Dragon Stompy on Sunday (think I gave him some good pointers as he was short on a few cards) and was 4-1 in the Open when I dropped... not sure how he finished but looks like it was outside of the top-16.
*Moggcatcher is as good as I expected if not better especially after a Chalice on 1 or in metas with few Lightning Bolts. Siege-Gang is the bees knees against Goyf as it gives you so much time to land an Ensnaring Bridge or copy it with Kiki-Jiki. As a 1-of, KikiJiki feels fine and not "win-more" - the haste and flexibility with Settler, in addition to SGC, gives you an edge, imo.
*More than 4 Ratchet Bombs/Powder Kegs in your 75 is a must, imo. I did quite a bit of testing against Merfolk/Goblins and the time it gives you (especially turn 1 w/ a sol land) by blowing up even a single 0/1/2cc permanent (though it's usually more than one) is exactly what you are looking for before landing a high-impact card like Moggcatcer/SGC. Pyroclasm (other 2/3 damage sweepers) just don't cut it against a Merfolk board with lords/some affinity lists/etc.
*Deck Changes --> If I play in another Open (or large paper tournament) in the near future, I'm thinking -1 Siege-Gang Commander, -1 Goblin Settler, and -1 Stone Rain but undecided what I would +3... probably 2 red cards (maybe a second Imperial Recruiter) and a third Chrome Mox.
I'd love to hear more stories/experience with "Goblin" Stompy and I plan on playing this again @ SC Indy in October.
Sisyphos
09-07-2013, 01:56 PM
Played a Goblin list to a 4-1 finish in a local tournament today.
3 snow-covered mountain
8 mountain
4 city of traitors
4 ancient tomb
4 magus of the moon
4 simian spirit guide
4 moggcatcher
3 siege-gang commander
1 jaya ballard, task mage
2 rakka mar
1 tuktuk scrapper
1 kiki-jiki, mirror breaker
4 chalice of the void
4 chrome mox
4 blood moon
3 trinisphere
3 bonfire of the damned
3 koth of the hammer
board
4 confusion in the ranks
4 phyrexian revoker
2 pyrokinesis
1 tuktuk scrapper
2 ratchet bomb
1 ensnaring bridge
1 trinisphere
Round 1: Goblins 2-0
New player, still makes quite a few mistakes, like forgetting to pay Echo on a Stingscourger, which would have been the attacker needed to kill me game 1. I win the game on 1 life. Second game a Ratchet Bomb buys me enough time to get Moggcatcher online. Landing a SGC each turn means I have more Goblins.
Round 2: Aggro Loam 0-2
Each game I land a Moon effect, but have nothing to follow it up, giving him enough time to cast Devastating Dreams 2-3 times each game with Loam online (game 1: Mox Diamond, game 2: basic Forest), leaving me without a board and dying to the first creature he casts.
Round 3: Goblins 2-0
Both games end with a fast Moggcatcher that doesn't get answered. Second game was especially brutal. I keep a hand with 2x Moggcatcher and 4 mana on turn two. First Moggcatcher dies to Pyrokinesis. Second one lives and just for giggles i had drawn a Pyrokinesis of my own, meaning the Moggcatcher was looking at a 1/1 Token left behind by a War Marshal but otherwise the board was empty.
Round 4: BUG Temp 2-1
Yey, first tempo deck! First game I land a quick moon effect and he scoops after I show him SGC/Kiki. Second game he starts with T1 Fetchland, DRS. I have T1 Moon which resolves. He uses his only DRS activation to land a Delver. On his next turn the Delver flips and starts to beat down. The only card I draw to interact is a Bonfire, but he has the Force, leaving me to watch the Delver killing me. *frown* Third game goes more to plan. I go first. T1 Moon eats a Force, T2 Trini sticks, which means he has absolutely no way to stop the T3 Moon from resolving. He scoops.
Round 5: Esper 2-0
Game 1 he has a fast Batterskull, but I topdeck the single Scrapper. I stick a Moon effect, he dies with one Island and a lot of Mountains. Don't remember if SGC/Kiki or Koth killed him. Game 2 I have T1 Chalice, he has the T2 Stoneforge again. T2 Magus lands. He has two basics so he tries to find a Disenchant effect for the Chalice while I try to get enough creatures on the table to not die to Batterskull. I find Moggcatcher, he only finds more Mountains and he dies before ever seeing one of his four answers to Chalice.
Loved the deck, was a blast to play. Never lost a game where I got to activate Moggcatcher. The deck especially impressed me against the decks that I was a bit afraid of. 4-1 for a deck designed to beat Tempo/Combo facing only one Tempo deck was more than satisfying. If I had had access to one, I would probably play a Goblin Settler instead of the Jaya. Never drew her, boarded her out quite often. Especially against Esper I would have even preferred to search for Settler to lock him out of Mana completely instead of having to go pure aggro with SGC, leaving him with several turns to find an out (he had over 40 life due to his Batterskull). Sometimes I had quite a bit of trouble to get to four mana due to my own Blood Moons. Perhaps going up to 20 land and cutting a Chrome Mox is the best way to go, but I soooo love to maximize the chance of landing T1 Moon/Chalice/Trini. Not quite sure about the Rakka Mars. I see their usefulness on paper, but the two times I drew one, it always was the weakest card in my hand and found itself getting pitched to Chrome Mox.
I have to say Imperial Recruiter indeed does look sexy in this shell...
Zupponn
09-08-2013, 01:32 PM
Nice to see 2 decent reports with the Goblin list! I'm still in love with Moggcatcher myself, but haven't been able to get to a Legacy event for some time now.
Entromancer
09-08-2013, 05:58 PM
Trying to blend Koth + Wolves + Dragons:
11 Mountain
4 Ancient Tomb
4 City of Traitors
4 Kargan Dragonlord
4 Magus of the Moon
4 Simian Spirit Guide
4 Hanweir Watchkeep
4 Hound of Griselbrand
3 Thundermaw Hellkite
3 Koth of the Hammer
4 Blood Moon
4 Chalice of the Void
3 Trinisphere
4 Chrome Mox
This is kind of like the old Dragon builds, except I'm looking to Koth as acceleration for the Hellkite. I was debating between Bonfire of the Damned/Pyrokinesis/Magma Jet/Kargan/Vexing Shusher or Powder Keg. I picked Kargan because I can use its level up as a source of damage without flipping the Watchkeep. Thoughts?
jafar
09-12-2013, 04:31 AM
A question for those that play the "goblin" version: Why not a singleton Krenko? It could be a nice combo with siege gang (or war marshall too!)
Bye
civet five
09-12-2013, 04:55 AM
A question for those that play the "goblin" version: Why not a singleton Krenko? It could be a nice combo with siege gang (or war marshall too!)
Bye
In my brief experience, Krenko is a win-more card that isnt good on its own. He doesn't have Haste, so he cannot affect the board until the next turn. SGC has an immediate board presence by creating tokens. SGC+KikiJiki creates 3 tokens per turn, 1 of which is the SGC token. SGC+Krenko makes 2 tokens per turn on a naked board state, but can come out ahead if you don't bombard anything for 3 turns. KikiJiki+Krenko isnt a thing.
Rejzijel
09-12-2013, 06:18 AM
My current goblin setup is:
4 x Chalice of the void
3 x Chrome Mox
2 x Trinisphere
1 x Umezawa's Jitte
2 x Goblin Settler
2 x Imperial Recruiter
1 x Kiki-Jiki, Mirror Breaker
3 x Magus of the moon
4 x Moggcatcher
2 x Phyrexian Revoker
2 x Siege-gang Commander
4 x Simian Spirit Guide
1 x Tuktuk Scrapper
3 x Blood Moon
4 x Ancient Tomb
4 x City of traitors
4 x Cavern of souls
8 x Mountain
3 x Koth of the Hammer
3 x Bonfire of the damned
List worked well so far but its getting hard to find cards to "slim". I would REALLY love a third recruiter since one of the few issues this deck have is after getting a lock piece of 2 down you need an actual threat.
There have been times when you bombed on threats.
i can also see Orcish settler in the list as a one off, but then again... theres like a milion cards you could use as one offs :P
a second Jitte would also be a nice addition or perhaps a sword.
I choose the 2 settlers since if you run one and actually draw it it can be countered under blood moon, and if they find an answer for the first one i love to have a second with catcher.
Zupponn
09-14-2013, 02:14 PM
Personally, I'd drop the Bonfires for other cards. I really haven't been impressed by it recently.
@jafar: Also, we don't have enough of a goblin focus to make Krenko good. And, like it was said already, he needs haste to be any good as well.
Blastoderm
09-18-2013, 11:25 PM
@sisyphos: With SGC in play you can prevent batterskull lifelink by sacrificing the token before damage. Also useful against Jitte.
Sisyphos
09-19-2013, 01:51 PM
@Blastoderm I do know that trick. The problem was not surviving after I found the Moggcatcher. The problem was surviving until I did. If I had had the Moggcatcher right away, he would never have gotten to threaten me. Nonetheless even after I found the Moggcatcher, I thought it easier to go for Tuktuk and just kill the Batterskull instead of using stack tricks.
Zupponn
09-21-2013, 04:48 PM
Of course. That's why I run a Tuktuk Scrapper mainboard.
Dice_Box
09-21-2013, 05:23 PM
Edited post:
Ok going to put my money where my mouth is, thoughts?
Creatures:
3 Flametongue Kavu
1 Goblin Settler
4 Imperial Recruiter
1 Jaya Ballard, Task Mage
1 Kiki-Jiki, Mirror Breaker
4 Magus of the Moon
4 Moggcatcher
1 Rakka Mar
3 Siege-Gang Commander
4 Simian Spirit Guide
Art/Enchant:
4 Blood Moon
4 Chalice of the Void
4 Chrome Mox
3 Trinisphere
Land:
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
8 Mountain
Sideboard
4 Phyrexian Revoker
3 Pyrokinesis
3 Anarchy
1 Tuktuk Scrapper
1 Goblin Sharpshooter
1 Jaya Ballard, Task Mage
1 Rakka Mar
Blastoderm
09-22-2013, 04:12 AM
Edited post:
Ok going to put my money where my mouth is, thoughts?
Creatures:
3 Flametongue Kavu
1 Goblin Settler
4 Imperial Recruiter
1 Jaya Ballard, Task Mage
1 Kiki-Jiki, Mirror Breaker
4 Magus of the Moon
4 Moggcatcher
1 Rakka Mar
3 Siege-Gang Commander
4 Simian Spirit Guide
Art/Enchant:
4 Blood Moon
4 Chalice of the Void
4 Chrome Mox
3 Trinisphere
Land:
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
8 Mountain
Sideboard
4 Phyrexian Revoker
3 Pyrokinesis
3 Anarchy
1 Tuktuk Scrapper
1 Goblin Sharpshooter
1 Jaya Ballard, Task Mage
1 Rakka Mar
LOL @ Imperial Recruiter. Pretty neat you can fetch up a moggcatcher!! I don't think you need kiki-jiki in the main. I would replace with a tuk tuk scrapper. Also, not sure about cavern of souls. Could be awkward with kavu and the RR needed for siege-gang. I would be interested in some test results with that recruiter in the main :)
LeoCop 90
09-22-2013, 05:04 AM
I also thought about a list similar to dice box one featuring goblins and humans. The big advantage is that with cavern of souls you can always name one of this creature types, preferably human because you get imperial recruiters, moggcatchers and magus of the moon. For this reason i don't like flametongue kavu main deck, i would prefer having only humans and goblins.... or maybe put some equipments in place of them.
Short list of playable humans and goblins :
HUMANS: Magus of the moon, Moggcatcher, Jaya Ballard, Imperial Recruiter, Godo Bandit Warlord, Rakka Mar, Manic Vandal, all Werewolves.
GOBLINS: Siege-gang Commander, Kiki-Jiki, Goblin Settler, Tuktuk Scrapper, Goblin Sharpshooter.
Dice_Box
09-22-2013, 09:47 AM
Kavu I think will find himself cut of I keep Cavern, but I think I would rather cut the Cavern over him.
The real strength in Imperial Recruiter is that other than Kavu there is no Card he can't fetch. So while he offers a shot at Moggcatcher he also gives you Magus of the Moon as well. Think about having 12 moons in your deck. That's nuts. Also Jaya and Rakka are both Tutor targets and they answer different issues well.
I am happy to include Recruiter in this, I believe that the card is a great benefit that offers an increase in speed. It's just a pity I can't have this and Painter built at the same time. But Fuck buying another 4.
It's a pity Pit Dragon has 3 power. How often do you want a card to be less powerful?
Sent from my mobile, forgive spelling and grammatical errors.
Sisyphos
09-22-2013, 01:19 PM
Another small tournament this week. List was exactly the same 75.
Round 1: Manaless Dredge 1-2
Hadn't seen a Dredge deck around in at least a month and can't remember ever seeing a Manaless Dredge played locally. Don't think it's much of a surprise I loose this one without a single graveyard hate between main and board. I steal one game, with a fast Trini followed up with a fast Moggcatcher while he gets unlucky with his dredges.
Round 2: OmniShow 2-1
I loose game 1 because my Goblin Settler has still not arrived. I have a Chalice to prevent cantrips and a Blood Moon to turn off his sol-land, leaving him at two mana. I find a Moggcatcher but instead of landlocking him with Settler into Kiki, I can only go aggro with SCG into Kiki, giving him just enough time to find the third land to cast Show and Tell. Game 2 I keep in some Moon effects because I find not enough cards to board in. I lead with a turn 1 Moon that sticks. Turns out he kept a hand with a Fetchland and a sol land as his only mana sources. He dies before ever getting a blue mana into play. Guess Blood Moon still wins games against decks with 7 basics. ;) Game 3 He misplays big time and basically donates me a game he had won for sure.
Round 3: UW Miracles 0-2
I never felt like I had a chance. He had a counter for every piece of disruption I tried and a removal spell for all creatures I cast.
Round 4: UWR Tempo 2-0
Finally a good match-up. Doesn't get any easier for him when he takes a mulligan to five in the first game and I start with T1 Chalice, T2 Blood Moon, T3 Trini. Game 2 he gets me to 3 with a couple of Bolts and Lavamancers, but I manage to stabilize just in time. He has 2 turns to topdeck a Bolt to kill me, but he doesn't and I lock him out.
Round 5: Jund 1-2
He knows what I'm playing and as he's playing a list with 2 (!) basics, he always fetches them as soon as possible. Game 1 I mulligan, maybe even down to five, can't remember exactly. His advantage grows with a Dark Confidant I can't kill and I die quickly to Tarmogoyf. Game 2 starts with a T1 Blood Moon, I can't remember him casting any spells. Game 3 he once again starts with T1 fetch into basic into DRS. I land Blood Moon and Chalice, he draws his second basic and DRS and the two basics allow him to drop Lili. The game drags on quite a bit, he uses Lili ult two times. The second time I have the choice between Chalice@1 and 6 lands or Blood Moon, without cards in hand. I decide to give up the Blood Moon. He drops 2 Tarmogoyfs and kills me. Also learned the hard way that all of our creatures die to a Punishing Fire...
... I don't think you need kiki-jiki in the main. I would replace with a tuk tuk scrapper. ...
I would never cut Kiki. The deck has too many nice ETB triggers to abuse when playing the Goblin list. Settler/Kiki is better then Waste/Crucible or Waste/Loam. Yes, Moggcatcher can search for multiple SCGs, but you only run three and sometimes you have to pitch one into a Chrome Mox. Two SCGs are not always enough, especially against swarm decks like Goblins. Also searching for Kiki means copying your SCGs costs no more mana, so you can start flinging Goblins around to shorten the clock.
The real strength in Imperial Recruiter is that other than Kavu there is no Card he can't fetch. So while he offers a shot at Moggcatcher he also gives you Magus of the Moon as well. Think about having 12 moons in your deck. That's nuts. Also Jaya and Rakka are both Tutor targets and they answer different issues well. ... It's a pity Pit Dragon has 3 power. How often do you want a card to be less powerful?
If you want Recruiter to search for your creature kill, did you think of Fire Imp? You loose 2 damage, but most of the critical creatures have so low toughness nowadays. Delver/Stoneforge/DRS/Confi/Snapcaster/Pyromancer/most of DnT. Only common creature it is worse against is Tarmogoyf. With the oracle wording Fire Imp can also be reused with Kiki.
If you really want a dragon in your (Recruiter) Dragon Stompy, there's always Kragan Dragonlord :)
Dice_Box
09-22-2013, 01:38 PM
I would use Corrupt Eunuchs before I use imp. Dragonlord in the other hand I would use before either. Thank you for that. A fine idea.
Sent from my mobile, forgive spelling and grammatical errors.
Jelmerz77
09-27-2013, 10:07 AM
I have changed my Imperial Painter build into the "Goblin Stompy" and I liked playing with it.
I was not really impressed with 2 card out of the whole 75, being Jaya Ballard, Task Mage and Koth of the Hammer
Maybe Jaya is usefull in certain match ups that I haven't faced yet, and therefore I think I will keep her for now.
I am thinking of replacing Koth and 1 of 2 Jittes with 2 Hammer of Purphoros.
Looks like a good card vs Control, turning obsolete lands into 3/3 Golems. And giving al your guys haste doesn't seem to bad either.
Moving the second Jitte to the board and dropping down to 2 Anarchy.
Any thoughts?
Blastoderm
09-28-2013, 04:12 AM
I have changed my Imperial Painter build into the "Goblin Stompy" and I liked playing with it.
I was not really impressed with 2 card out of the whole 75, being Jaya Ballard, Task Mage and Koth of the Hammer
Maybe Jaya is usefull in certain match ups that I haven't faced yet, and therefore I think I will keep her for now.
I am thinking of replacing Koth and 1 of 2 Jittes with 2 Hammer of Purphoros.
Looks like a good card vs Control, turning obsolete lands into 3/3 Golems. And giving al your guys haste doesn't seem to bad either.
Moving the second Jitte to the board and dropping down to 2 Anarchy.
Any thoughts?
I personally found koth to be very good in my version which has creatures that clog the board: hound of griselbrand, siege gang, rakka mar. It's very fast to get to the ultimate and easy to stall in the goblin stompy version of the deck. It's also a good answer to planeswalkers like jace.
ponos
09-28-2013, 06:38 AM
Purphoros, God of the Forge
did some nice combo with SGC playtesting it!
Octopusman
09-30-2013, 08:42 PM
Purphoros, God of the Forge
did some nice combo with SGC playtesting it!
Grinning Ignus?
Blastoderm
10-08-2013, 12:49 AM
Purphoros, God of the Forge
did some nice combo with SGC playtesting it!
So how did did purphoros work for you? I saw your decklist on tc decks :) (http://www.thecouncil.es/tcdecks/deck.php?id=11839&iddeck=86703)
Did you get it active often?
Megadeus
10-08-2013, 12:59 AM
I feel like in Dragon stompy you want to play a lock piece, then play a bomb that wins quicly. I am not a fan of the more controlly versions. If you are going to go that route I'd personally just play Painter
I feel like in Dragon stompy you want to play a lock piece, then play a bomb that wins quicly. I am not a fan of the more controlly versions. If you are going to go that route I'd personally just play Painter
Agreed. I have been playing around with red stompy now for a few weeks. I had been playing imperial recruiter for about 6+ months, but found the combo was one of the weaker parts of the deck. I was usually winning with the lock pieces, and the combo would come after. Very few games did I fast-combo out.
That's why im trying stompy. Same blood moon lock, plus more lock pieces, and no 2-cards needed combo. I also dont have to fear emrakul decks as bad.
Im currently testing "the" mogg-catcher version of stompy talked about throughout the later part of this thread.
Blastoderm
10-08-2013, 04:32 PM
Agreed. I have been playing around with red stompy now for a few weeks. I had been playing imperial recruiter for about 6+ months, but found the combo was one of the weaker parts of the deck. I was usually winning with the lock pieces, and the combo would come after. Very few games did I fast-combo out.
That's why im trying stompy. Same blood moon lock, plus more lock pieces, and no 2-cards needed combo. I also dont have to fear emrakul decks as bad.
Im currently testing "the" mogg-catcher version of stompy talked about throughout the later part of this thread.
The moggcatcher version works well because if your lock pieces fail you don't just randomly die. I've never won with gathan raiders with no lock piece in play lol. Technically you can win with Hill Giant if you have a blood moon in against some decks.
Zupponn
10-08-2013, 04:57 PM
I'm going to be taking my Moggcatcher version to the SCG Open in Milwaukee on Sunday. I'll see if I can't get a final decklist up here before then. Otherwise I'll just have a (hopefully good) tournament report for you guys come Monday or Tuesday.
I'm going to be taking my Moggcatcher version to the SCG Open in Milwaukee on Sunday. I'll see if I can't get a final decklist up here before then. Otherwise I'll just have a (hopefully good) tournament report for you guys come Monday or Tuesday.
Can't wait for the report. I have some smaller events this weekend.
Zirath
10-14-2013, 09:32 AM
A little bird told me that someone was in contention and barely missed making top 8 at the Jupiter Games IQ on Saturday. Anyone know who it was? He was apparently playing a traditional Hellbent Dragon list instead of Wolves or Goblins.
203995014
10-14-2013, 10:54 AM
What is the difference between playing werewolf stompy and playing dragon stompy? Is it just personal preference or are there advantages and disadvantages to each of them?
Commander 2013 :
Widespread Panic (Rare)
2R
Enchantment
Whenever a spell or ability causes its controller to shuffle his or her library, that player puts a card from his or her hand on top of his or her library.
Could this be a good hate piece for dragon stompy ("Perfect" mana cost)?
The first thing that comes to mind : it is very strong against fetchlands. The "problem" is that moon effects are already strong against fetchlands (if landed on the very first turns).
Any thoughts ?
Sisyphos
10-19-2013, 07:27 AM
Played two more local tournaments with the deck:
Tournament 1:
Played this one with a different list as I wanted to try out Hound of Griselbrand and Jitte in place of Koth/Bonfire.
R1: Goblins 0-2
R2: Imperial Painter 1-2
R3: Bye 2-0
R4: Elves 2-1
R5: Sneak&Show 2-1
The Hound definitely has potential. Especially against decks with creatures, that are not trying to swarm you, I think it can be a really nice alternative. Even against Goblins he was a very nice speed bump for a couple of turns, but without a Jitte it couldn't stop the horde. I never once got the dream of pitchfork-wielding hound in play :(. Against Imperial Painter it should have been 2-0 for me, but I misplayed my Ratchet Bomb and threw a game he should have never had a chance in, before being manascrewed in the third.
Tournament 2:
Went back to my basic list but added a Murderous Redcap as another tutor target besides Settler/Scrapper.
R1: ANT 2-0
R2: Miracles 2-0
R3: ANT 2-0
R4: Imperial Painter 0-2
Both my ANT opponents were kind of angry at me after the games. I think in all four games combined they played perhaps 1.5 spells/game on average. The match-up seems to be quite favorable, especially if you know what you are playing against and can mulligan accordingly. I'm not sure about the Redcap. In theory it provides the ability to put damage on a planeswalker or a flipped Delver etc without the additional investment of 2 mana needed to fling a token with a tutored up SGC, but I don't know if these situations come up often enough for it to be worth the slot.
As for the new card from Commander 2013: I think it can be nice, but I probably would not play it over the disruption effects of Moon/Trini/Chalice. Maybe in the board if you for some reason want additional hate cards. Also it is probably better suited for a list with werewolves or Raider/Pit Dragon than the Moggcatcher builds to make it always one sided.
Zupponn
10-22-2013, 02:34 AM
So, I was gonna post this report from SCG Milwaukee last week, but things got really busy. Sorry about that.
Here's what I ran:
11x Mountain
4x City of Traitors
4x Ancient Tomb
4x Magus of the Moon
4x Simian Spirit Guide
4x Moggcatcher
3x Siege-Gang Commander
3x Flametongue Kavu
2x Rakka Mar
1x Tuktuk Scrapper
1x Jaya Ballard, Task Mage
1x Kiki-Jiki, Mirror Breaker
4x Chalice of the Void
4x Chrome Mox
4x Blood Moon
3x Trinisphere
2x Umezawa's Jitte
1x Koth of the Hammer
SIDEBOARD:
3x Phyrexian Revoker
3x Anarchy
3x Confusion in the Ranks
3x Pyrokinesis
1x Koth of the Hamemr
1x Ratchet Bomb
1x Tuktuk Scrapper
Now, I know I played poorly. The day before I made top 8 in the Standard portion, so I was both still tired from that and not too worried if I lost, which probably made me keep more mediocre hands than I should have. Oh, well. At least I had fun.:smile:
Round 1 - Ben on Dark Maverick
G1 - I managed to land a Trinisphere and had nothing to back it up.
G2 - I land a Blood Moon, then proceed to win via Moggcatcher.
G3 - I remember this being a back and forth game with me eventually hardcasting Siege-Gang and riding it to victory.
W 1-0 (2-1)
Round 2 - Jacob on Sneak and Show
G1 - I, not knowing what he's on, land the Turn 0 Blood Moon. He proceeds to go Island, Island, Volcanic Island, Show and Tell into Emrakul.
G2 - I manage to apply a little bit of pressure with a Phyrexian Revoker followed by a Moggcatcher. He Pyroclasms and then Sneak Attacks Griselbrand and then Emrakul. This guy actually got first at the Open, so I'm not too worried about this one.
L 1-1 (2-3)
Round 3 - Feline on High Tide
G1 - I have the T1 Chalice, but she has Force of Will. I get no more Chalices or Trinispheres and lose T4.
G2 - Again, I have the T1 Chalice that gets Forced. I can't find anything else that's relevant and lose T4 again.
L 1-2 (2-5)
Round 4 - Gene on Punishing Jund
G1 - Blood Moon!
G2 - Magus of the Moon!
W 2-2 (4-5)
Round 5 - Curt on RWU Delver
G1 - A little bit of back and forth here until he gets a Grim Lavamancer out with a Insectile Abberation equipped with a Jitte. This combo is very rough on my list.
G2 - Some Moon effect shuts him down.
G3 - He gets an early Delver, but I manage to kill it and then land Moggcatcher. Proceed to SGC SGC SGC. Win.
W 3-2 (6-6)
Round 6 - Dan on RWU Delver
G1 - Can't remember what killed me here. I just lost pretty hard.
G2 - Chalice into Blood Moon? GG
G3 - Trinisphere? Force of Will. Blood Moon? Spell Pierce. Magus of the Moon? Path to Exile. Blood Moon? Force of Will. I then lose to Delver with Jitte.
L 3-3 (7-8)
Well, I didn't do the best, but at least I had a good time. To be honest, I'm not sure if my head was completely into the games as I was still getting over a rough Top 8 loss the day before. I did do better than last the last SCG Open Legacy event I was at (where I went 0-3 with Mono Green Chalice Aggro), so that's something to build on. I might be looking to tweak the list some more. I saw a Rakka Mar once and she felt a little underwhelming, while Jaya felt good and I didn't see Koth. Maybe I'll look to swap Rakka out for something else in the future. The rest of the deck felt fine and I don't think I'd change any of that at all.
Blastoderm
10-22-2013, 01:24 PM
@zupponn
My list always includes 3 rakka-mar due to troubles vs planeswalkers.
Octopusman
10-23-2013, 03:03 PM
Commander 2013 :
Widespread Panic (Rare)
2R
Enchantment
Whenever a spell or ability causes its controller to shuffle his or her library, that player puts a card from his or her hand on top of his or her library.
Could this be a good hate piece for dragon stompy ("Perfect" mana cost)?
The first thing that comes to mind : it is very strong against fetchlands. The "problem" is that moon effects are already strong against fetchlands (if landed on the very first turns).
Any thoughts ?
I'd always prefer to resolve a moon or a trinisphere early.
Widespread Panic doesn't stop them from playing spells.
It doesn't play well into the game plan of locking them out or slowing them down in the early game long enough to win and doesn't help you win mid-late game. Almost any deck will beat out Dragon Stompy mid-late game in regards to card quality or advantage so the loss of their worst card might only sting slightly. Sometimes that 2nd or 3rd moon comes just in time to shut someone down after the first is countered or destroyed.
If they have a fetch before you land your moon, they'll grab a basic in response to moon (if they have any). If they have a fetch before you land this, they will fetch and not lose a card in response to Widespread Panic.
If you land a moon before they drop their fetch, that's likely preventing them from advancing whereas with Widespread Panic they will lose a card but likely improve their board state and/or reduce yours.
I try to keep an open mind to avoid falling into the "new untested stuff is crap" trap so by all means let us know if there's success with it.
I'm curious to know how Dragon Stompy will answer True-Name Nemesis. Ensnaring Bridge in Hellbent? What else?
Blastoderm
10-23-2013, 03:11 PM
*snip*
I'm curious to know how Dragon Stompy will answer True-Name Nemesis. Ensnaring Bridge in Hellbent? What else?
SGC kills them faster.
Entromancer
10-23-2013, 06:06 PM
Couldn't you fly a Moltensteel Dragon over the Nemesis, or hit it with Powder Keg/Ratchet Bomb?
Couldn't you fly a Moltensteel Dragon over the Nemesis, or hit it with Powder Keg/Ratchet Bomb?
Beware, Power Keg would destroy Trinis and Magus of the Moon, and Ratchet Bomb would restroy also Blood Moons!It may have a solution, but we may 2x1 ourselves or even worse. It's simply not that easy.
Zupponn
10-29-2013, 03:48 AM
@zupponn
My list always includes 3 rakka-mar due to troubles vs planeswalkers.
Yeah, I know. I love her too. The problem was that I only saw her vs Sneak Show. :(
I would almost be tempted to cut the Kavus, but they're just too much fun. The smirks I got from the people sitting next to me when I played him and my opponent had to read the card were just too good. :laugh:
nedleeds
10-29-2013, 02:34 PM
SGC kills them faster.
Fly over with a 4/4 Haste Pro White dragon? Cast Magistrate's Veto and walk by with your men. Play Sword of Fire and Ice and just race it. Play Magnetic Mountain.
GoldenCid
10-29-2013, 11:12 PM
What is the difference between playing werewolf stompy and playing dragon stompy? Is it just personal preference or are there advantages and disadvantages to each of them?
I'd like to know this too!! :)
Esper3k
10-30-2013, 12:16 AM
I don't think TNN is going to be that big of a deal for us. We have so many ways to just race it or deal with equipment (which is what makes it scary).
Ace/Homebrew
10-31-2013, 12:31 AM
What is the difference between playing werewolf stompy and playing dragon stompy? Is it just personal preference or are there advantages and disadvantages to each of them?
I have never used Werewolves in Stompy. The only argument I can think of for werewolves is that it can use Cavern of Souls more effectively.
Entromancer
10-31-2013, 02:33 PM
The dragon build with Seething Song is more prone to counterspells, and can be slowed down if you don't get Song. Wolves have a better curve and Cavern of Souls, but are much more dependent on your lock staying in place.
Would combining Rakdos Pit Dragon and Gathan Raiders with Hanweir Watchkeep and Instigator Gang be too much of a mess?
Octopusman
11-04-2013, 12:36 PM
The dragon build with Seething Song is more prone to counterspells, and can be slowed down if you don't get Song. Wolves have a better curve and Cavern of Souls, but are much more dependent on your lock staying in place.
Would combining Rakdos Pit Dragon and Gathan Raiders with Hanweir Watchkeep and Instigator Gang be too much of a mess?
Maybe not. Though if you're trying to go hellbent without flipping raiders, maybe you're using song which is counterproductive with werewolves.
I like our optimism vs. Nemesis.
Anyone else been brutalized by wasteland using caverns and 8 sol lands? Rough enough without the caverns.
I want to test stormbreath dragon but am partial to slogger since he shocks critters for profit if I even run a 5cc threat (haven't been running song).
I'm interested in stormbreath because one of my biggest problems with this deck has been having my threat wiped away and then I lose. This thing seems the most resilient out of our options right now.
In regards to werewolf vs. dragon. There's hellbent and non-hellbent for "dragon" builds. There's just the obvious differences with the threats that you run since most Dragon Stompy disruption suites are very similar. The differences in disruption interest me almost more than what threats are optimal in the meta. I've been saying for a long time now that we're 1 good lock piece and/or lock piece threat away from being really consistent.
Personally, I wouldn't not run a full set of revoker in the main these days what with Deathrite, hierarch, sneak attack, kotr, equipment, and planeswalkers (especially lili since once she's online we'll never get enough threats to race [another reason to like stormbreath]).
Good job on the moggcatcher build. Totally intrigued and will acquire this build too. Thank you so much for playing it and contributing to the thread.
Kind regards,
Entromancer
11-04-2013, 06:11 PM
I wasn't using Seething Song in the Dragon/Werewolf potpourri. My curve topped out at 4, with Instigator Gang and Rakdos Pit Dragon. Is your interest in Stormbreath Dragon based on its protection from White?
Zupponn
11-04-2013, 09:06 PM
Personally, I wouldn't not run a full set of revoker in the main these days what with Deathrite, hierarch, sneak attack, kotr, equipment, and planeswalkers (especially lili since once she's online we'll never get enough threats to race [another reason to like stormbreath]).
I'm not sold on Revoker main especially in the Moggcatcher list. All of the things you listed, with the exception of Sneak Attack, can be easily answered with the goblin suite. Siege-Gang takes care of planeswalkers and mana dorks, while Tuktuk Scrapper is there to take out annoying equipment. With Moggcatcher's ability to tutor, all the answers are very easy to find. Now that I think about it, maybe a copy or two of Stingscourger wouldn't be a bad idea as well.
Zorker
11-05-2013, 06:30 AM
It's been a long time since i posted, i'll be more of a regular now since i finally got the full playset of city of traitors.
The decklist is more or less the following:
Lands
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
9 Mountain
Creatures
4 Hanweir Watchkeep
4 Instigator Gang
4 Magus of the Moon
3 Phyrexian Revoker
1 Rakka Mar
4 Simian Spirit Guide
Enchantment
4 Blood Moon
Artifacts
4 Chalice of the Void
3 Chrome Mox
2 Koth of the Hammer
2 Mizzium Mortars
4 Trinisphere
1 Umezawa's Jitte.
Still need to tailor the SB for the meta.
I'm interested into the moggcatcher build, even if give the headaches when i'm trying to find the cards for it .
It isn't because of the card rarity but for their scarcity.
Anyway i'll post a recap for the ftv20 tournament this sunday
Octopusman
11-05-2013, 07:12 AM
Zupponn, that's good. I like stingscourger even without the moggcatcher.
Stormbreath interests me for many reasons but pro white is one of the main reasons since we hate having our threats answered (who doesn't?). This thing survives just about everything it needs to (aside from gristle/Emmy) in order to just be swinging in every turn putting a clock on them. Equipment makes it even better of course.
Between being pro white, flying, haste, and having 4 on its behind (not to mention 4 power), it ignores plow, doesn't trade with delver (lol at having to say that when talking about a 1 drop vs a 5 drop), can survive bolt, flies over knights, goyf, nemesis, and it's probably doing damage the turn it comes down.
The extra mana in cost is somewhat offset by the haste and in mtg you can't say enough about the surprise factor. Consider that the haste is also extremely important when dealing with planeswalkers (a huge concern for me). It can get an attack in before being bounced by Jace or edict by Lili.
Flying, haste, pro white is just a magical combination of abilities in my eyes (at 4/4!).
I've somewhat fallen out of love with pit-dragon. It's fun to get those huge attacks in but bolt/delver/plow are too common. Having them land a delver when on the draw is almost gg game 1. Stormbreath is probably doing less damage but I don't have to go all in on it just to lose it to a one mana spell (plow/bolt/delver). Let's be honest, you don't always have chalice on 1.
I used to like the all in nature of the hellbent list but when goyf or knight get bigger than raiders and your pit-dragon is so easily answered, top decking at that point is very demoralizing.
I'm only interested in playing a 5 drop in a list with songs which might beg the question to why not use hellbent cards but 8 cards (song/raiders) aren't enough for me to try and push that strategy. The only bonus here is that song also makes monstrous a rare possibility than an impossibility as well. I've been looking for a fast, resilient, beater for a while and have high hopes for this one.
I'm just glad they put it at 5 rather than 6.
Enough rambling. I'll follow up when I have actual testing/reports. It'll be a while.
LeoCop 90
11-05-2013, 08:29 AM
What about Sudden Demise in sideboard ? I think it's better than bonfire of the damned because the bonfire costs a lot if not miracled.
Zorker
11-05-2013, 08:25 PM
Tested a few times werewolf stompy against bug, i only found a problem getting rid of [Card/] true name nemesis[Card/] anyone go ideas?
Megadeus
11-05-2013, 08:28 PM
Play a turn one or two blood moon?
Entromancer
11-05-2013, 09:52 PM
Play a turn one or two blood moon?
I like to get Trinisphere down before Moon. Be aware of stuff like Daze. I like to have some means of generating that extra mana if necessary.
Octopusman
11-06-2013, 03:14 PM
Tested a few times werewolf stompy against bug, i only found a problem getting rid of [Card/] true name nemesis[Card/] anyone go ideas?
Equipment on this guy is scary.
I admit I'm tempted to test An-Zerrin Ruins or Magnetic Mountain.
Zorker
11-06-2013, 06:06 PM
Equipment on this guy is scary.
I admit I'm tempted to test An-Zerrin Ruins or Magnetic Mountain.
@Octopus I'm tempted to run them too.
Could anyone who has played the goblin stompy version of the deck, tell me how it fares in an an aggro/midrange meta?
Zupponn
11-06-2013, 07:51 PM
Could anyone who has played the goblin stompy version of the deck, tell me how it fares in an an aggro/midrange meta?
I can't tell you about how it fares against Nemesis, but in most aggro and midrange matchups, Moggcatcher reads "3,T: Win target game." Siege-Gang is brutal vs those decks.
Blastoderm
11-06-2013, 08:43 PM
I can't tell you about how it fares against Nemesis, but in most aggro and midrange matchups, Moggcatcher reads "3,T: Win target game." Siege-Gang is brutal vs those decks.
Even if Rakka-Mar isn't dealt with, the game is usually over pretty fast.
Zorker
11-07-2013, 03:58 AM
I'm going to give the moggcatcher lists a try.
guidogulp
11-08-2013, 01:55 PM
Hi guys, just a question.
Say it's game 1 and you do not know which deck your are playing against. You start, do you go t1 Trini or Moon effect?
In my case, as there's plenty of combo in my meta, I'll say trini... but moon effects can be much more devastating against some decks...
Thanks! ;)
Zorker
11-08-2013, 07:07 PM
I'm not an Expert on this deck, but i think this is a tough choiche.( i lean toward trini)
Dice_Box
11-08-2013, 07:24 PM
Hi guys, just a question.
Say it's game 1 and you do not know which deck your are playing against. You start, do you go t1 Trini or Moon effect?
In my case, as there's plenty of combo in my meta, I'll say trini... but moon effects can be much more devastating against some decks...
Thanks! ;)3Sphere. I have dropped a moon turn one only to find out I was against Opps and got me ass handed too me. You can drop 3Shpere and buy yourself 2 turns to drop moon.
Also it stops Goblins and burn dead as well as having an impact on decks with a fair amount of basics like Fish and DnT.
Zorker
11-10-2013, 05:47 PM
Small tournament report 20 people(5 rounds)
Deck: Werewolf stompy
Creature [20]
4 Hanweir Watchkeep
3 Instigator Gang
4 Magus of the Moon
3 Phyrexian Revoker
1 Rakka Mar
4 Simian Spirit Guide
Sorcery [2]
2 Mizzium Mortars
Artifact [12]
4 Chalice of the Void
3 Chrome Mox
4 Trinisphere
1 Umezawa's Jitte
1 Pithing needle
Enchantment [4]
4 Blood Moon
Land [20]
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
9 Mountain
Planeswalker [2]
2 Koth of the Hammer
60 cards
Sb:
2 Ratchet bomb
1 Ashen Rider
1 Emrakul, the Aeons Torn
1 Ruination
2 Dismember
1 Pyrexian revoker
2 Vandal blast
2 Leyline of the Void
2 Relic of progenitus
1 Ensnaring bridge
Now the explanation, the MD is clear enough. The sideboarda was haphazard for a reason i didn't want any proxie, because the owners decided to do a raffle? for the best non proxy deck and give it a verdant catacomb.
They changed idea and then gave it to the best non proxie deck of the top 4.
Game 1: Werewolf Vs Merfolks 1-2
1 ) I didn't know his deck so i took a decent hand, didn't see a mountain or an another ed source( merfolk won the die roll)
2) I start first, lock him out of the game with chalice at 1 moon fellow trini and jitte.
3) The great war: it was a lot of back and fort but ultimately he won thanks to mutavults
Game 2: Reanimator vs Werewolf 1-2
1) I started, chalice set at 1 and bloodmon he had no counters
2) a preatty reasonable game for him t1 iona who said red
3) On turn "zero" i draw a leyline i play it, folow it with blood moon and chalice the deal was sealed.
Game 3 Jund vs Werefolf 1-2
1) I started trini and bloodmooon, he had decay in the long game he won
2) easyest game ever :
a) first turn trinisphere (inser firendly banter)
b) second turn Me:i play blood moon
Opp: you have no red
Me: well then i cast magus of the moon
i won thanks to rakka mar and magus beatdown
3) I keep a one lander, the i never saw a land drop again
Game 4: Same as before
Game 5 Werewolf vs Death and taxes 0-2
Since i didn't have achance at top4 i conceded.
Considerations:
- i like this deck
- The reason for my losses were mostly my decisions.
- i feel this deck has some shortcoming against midrange/agrro but it's an absolute beast against combo.
- the game i won is because the Opponent was greener than me to legacy
apple713
11-11-2013, 04:26 AM
Edited post:
Creatures:
3 Flametongue Kavu <-----cut this, siege gang can remove creatures.
1 Goblin Settler
4 Imperial Recruiter
1 Jaya Ballard, Task Mage <---- excellent 1 of as 80% of the field is blue....
1 Kiki-Jiki, Mirror Breaker
4 Magus of the Moon
4 Moggcatcher
1 Rakka Mar
3 Siege-Gang Commander
4 Simian Spirit Guide
Art/Enchant:
4 Blood Moon
4 Chalice of the Void
4 Chrome Mox
3 Trinisphere <----+1
Land:
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
8 Mountain
Sideboard
4 Phyrexian Revoker
3 Pyrokinesis
3 Anarchy
1 Tuktuk Scrapper
1 Goblin Sharpshooter
1 Jaya Ballard, Task Mage
1 Rakka Mar
I like this list as it can be a semi toolbox. Settler is very nice with kiki jiki.
Goblin sharpshooter warrants a spot over flametounge because it kills a lot, almost all of D&T, All of Elves, delvers, Vendilion, young pyromancer, bitter blossom tokens, lingering souls, the list goes on...
Tuktuk gets a 1 of spot too. It affects almost every deck in the format. Even hitting a lotus petal against Sneak attack can set them back. so many equipment targets. many targets in D&T. It hits shard less agent too.
I'm just starting to get interested in this deck again as I have been a long time fan of the stumpy shell. I've played / tried every color. Red's appeal is that moon just blows out many decks in the metagame today. Unfortunatly red has never gotten any cards to improve consistency. If there was a way to run something thassa's scry ability because we don't have shuffle effects to dig so things like brainstorm, sensei's top, sylvan library, and mirri's guile are all out.
I don't know if playing bigger creatures is something this deck wants but the bigger creatures i've considered are
demigod of revenge
inferno titan
They seem expensive for not running seething song.
The deck seems solid but lacks consistency. If we could find a way to improve it this deck could have real potential. EDIT*** Between the recruiters / moggcatcher you are able to gain some incremental card advantage. If the opponent can't kill them you just attrition them.
sidenote, Batterskull is a solid 5 drop too and its reusable. Probaably doesn't fit in the goblin build but for others.
zo-zu the punisher is a lava axe for fetch lands... most decks run at least 8
sensation gorger
Skirk Fire Marshal
gorger is about as close as we'll get to draw and it messes up control decks, and skirk is can kill a griselbrand. EDIT*** gorger is terrile because there are so few goblins in the list.
it seems like this deck needs to just be tunneds and it could have a real shot. It's significantly better than the dragon / werewolf stompy. The deck needs to be careful of jitte, that would just wreck us beyond recovery.
Dice_Box
11-11-2013, 09:08 AM
I will have to revisit my build, make a few changes. I will start with those suggested.
My issue is I now have sleeved at one time 6 decks. With some swapping I can build about 6 more. So I have not really spent time hammering out any one deck of late. I do not play Stompy much right now as I tend to run painter.
But building painter opened some options. For one, dropping into the deck Imperial Recruiter helps. The extra one offs you can play make for an interesting set of tools to use in almost any situation.
Also I am thinking of running a number of Plateau main, along with fetches. Under Moon they do nothing because there would be no white main. In the side I would add Enlightened Tutor. So when the moons have to come out you have effectively 4 more Chalice or 3shpere. Because in the matches where moon does not shine, the other locks tend too. So why not have that plan B?
Sent from my mobile, forgive spelling and grammatical errors.
apple713
11-11-2013, 05:17 PM
I will have to revisit my build, make a few changes. I will start with those suggested.
My issue is I now have sleeved at one time 6 decks. With some swapping I can build about 6 more. So I have not really spent time hammering out any one deck of late. I do not play Stompy much right now as I tend to run painter.
But building painter opened some options. For one, dropping into the deck Imperial Recruiter helps. The extra one offs you can play make for an interesting set of tools to use in almost any situation.
Also I am thinking of running a number of Plateau main, along with fetches. Under Moon they do nothing because there would be no white main. In the side I would add Enlightened Tutor. So when the moons have to come out you have effectively 4 more Chalice or 3shpere. Because in the matches where moon does not shine, the other locks tend too. So why not have that plan B?
Sent from my mobile, forgive spelling and grammatical errors.
Adding enlightened tutor is probably the wrong decision becAuse in a deck that desperatly needs card advantage tou are giving it up by making them dead draws with a chalice on 1 or overcosted with trini out. I think the better idea is to run thalia. She is almost as hard for combo decks to deal with and she is a 2/1 first striking body, AND she can be tutored by recruiter. So you could even run 1 main.
Side note think the land count needs to be 20.
Similar versions of the deck can be made in other colors with the moggcatcher plan for those who are interested
seahunter
Lin sivvi
Moggcather
Skyshroud poacher
Entromancer
11-14-2013, 12:41 AM
What do you think? Something worth trying or a bloody mess?
Creatures: 21
4 Magus of the Moon
4 Simian Spirit Guide
4 Hanweir Watchkeep
1 Jaya Ballard, Task Mage
1 Rakka Mar
3 Instigator Gang
4 Stormbreath Dragon
Spells: 19
4 Seething Song
4 Blood Moon
3 Trinisphere
4 Chalice of the Void
4 Chrome Mox
Lands: 20
4 Ancient Tomb
4 City of Traitors
4 Cavern of Souls/4 Mountain
8 Mountain
Octopusman
11-14-2013, 02:12 PM
What do you think? Something worth trying or a bloody mess?
Creatures: 21
4 Magus of the Moon
4 Simian Spirit Guide
4 Hanweir Watchkeep
1 Jaya Ballard, Task Mage
1 Rakka Mar
3 Instigator Gang
4 Stormbreath Dragon
Spells: 19
4 Seething Song
4 Blood Moon
3 Trinisphere
4 Chalice of the Void
4 Chrome Mox
Lands: 20
4 Ancient Tomb
4 City of Traitors
4 Cavern of Souls/4 Mountain
8 Mountain
Go ahead and test it!
I've noticed that people are adding more and more land.
It used to be that we used 8 sol lands, 8 accelerators, 10 mountains.
Is it because people are trying to use more RR spells like Raka/Mogg Catcher/Jaya...? Is it because people are trying to use caverns and are therefore afraid of getting even more boned by wasteland pre-moon effect?
An uncounterable Magus of the Moon is probably one of the hottest things I can think of, but to be honest I would still prefer to case him off of sol land plus guide or mox. The only time I don't want to cast first turn magus is on the draw and I also have the enchantment moon. This is for when I want to cast moon over trinisphere. Seems like people like to cast trinisphere first but I'm usually facing non-combo, greedy manabase, decks which is why my trinispheres were living in the sideboard for a long time.
I want to know.
Entromancer, your deck looks kind of similar to a version I'll be testing. Unfortunately, I can't afford Stormbreath Dragons at the moment which has put a halt on testing.
I'd like to see a sideboard.
Kind regards,
Blastoderm
11-14-2013, 02:19 PM
Adding enlightened tutor is probably the wrong decision becAuse in a deck that desperatly needs card advantage tou are giving it up by making them dead draws with a chalice on 1 or overcosted with trini out. I think the better idea is to run thalia. She is almost as hard for combo decks to deal with and she is a 2/1 first striking body, AND she can be tutored by recruiter. So you could even run 1 main.
Side note think the land count needs to be 20.
Similar versions of the deck can be made in other colors with the moggcatcher plan for those who are interested
seahunter
Lin sivvi
Moggcather
Skyshroud poacher
Skyshroud poacher into deranged hermits is good. Especially when the deck also has Natural Order.
As for seahunter you would probably want to get master of waves.
Zorker
11-14-2013, 02:32 PM
Since i've abandoned the werefolw list, i'd decide to try the Goblin list:
I've come to this list:
Land: 20
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
9 Mountain
Art/Enchant: 15
4 Blood Moon
4 Chalice of the Void
4 Trinisphere
3 Chrome Mox
Creatures: 12
4 Magus of the moon
4 Moggcatcher
4 Scimian spirit guide
I'm left with 13 slots Open, any suggestion for making a synergic plan?
Entromancer
11-14-2013, 03:03 PM
Go ahead and test it!
I've noticed that people are adding more and more land.
It used to be that we used 8 sol lands, 8 accelerators, 10 mountains.
Is it because people are trying to use more RR spells like Raka/Mogg Catcher/Jaya...? Is it because people are trying to use caverns and are therefore afraid of getting even more boned by wasteland pre-moon effect?
An uncounterable Magus of the Moon is probably one of the hottest things I can think of, but to be honest I would still prefer to case him off of sol land plus guide or mox. The only time I don't want to cast first turn magus is on the draw and I also have the enchantment moon. This is for when I want to cast moon over trinisphere. Seems like people like to cast trinisphere first but I'm usually facing non-combo, greedy manabase, decks which is why my trinispheres were living in the sideboard for a long time.
I want to know.
Entromancer, your deck looks kind of similar to a version I'll be testing. Unfortunately, I can't afford Stormbreath Dragons at the moment which has put a halt on testing.
I'd like to see a sideboard.
Kind regards,
I've always been leery of Cavern as it's a Wasteland target, so that's why I'm running more lands. My sideboard at the moment is
3 Sudden Demise
3 Anarchy
3 Confusion in the Ranks
3 Powder Keg
3 Phyrexian Revoker
I had previously been running Fortune Thief in place of Revoker, but that was when I was running 4 Moltensteel Dragon in the main board. Sudden Demise has prove to be an excellent contingency plan for those times when your soft lock is broken.
If anyone were to use Seahunter, you'd be able to get easy access to True-Name Nemesis in addition to Master of Waves.
Octopusman
11-14-2013, 03:26 PM
Since i've abandoned the werefolw list, i'd decide to try the Goblin list:
I've come to this list:
Land: 20
4 Ancient Tomb
3 Cavern of Souls
4 City of Traitors
9 Mountain
Art/Enchant: 15
4 Blood Moon
4 Chalice of the Void
4 Trinisphere
3 Chrome Mox
Creatures: 8
4 Magus of the moon
4 Moggcatcher
I'm left with 17 slots Open, any suggestion for making a synergic plan?
No Simian Spirit Guide?
Zorker
11-14-2013, 06:09 PM
@octopus man: Yes, no scimian spirit guide, because i forgot to add it XD
Octopusman
11-15-2013, 12:47 PM
I need advice regarding equipment.
Hopefully, I can get this advice without sharing my list (since it's not ready yet [edit] latest iteration, I mean).
My main problem is that I want to have my cake and eat it too. Meaning, I am a lock piece whore but that generally means my clock is too slow. I have a much easier time winning when I have equipment. The problem is that I don't want to stuff so many of them into the deck that I'm having trouble with Chrome Mox imprints or having a grip of equipment instead of threats & lock pieces. If I go to the long game, I almost always lose.
If you use equipment, what is a good number and what do you prefer to use?
I generally run two and if I get one early I usually win. However, 1 in 30 chance means I usually don't see a copy. Any more than two and I feel like I have to mulligan more than I already want to.
2 equips just feels right but I get ornery when I don't see any. 3 or more and I feel bloated with equips.
Another problem I have with equipment is that I prefer swords because jitte kills too slowly. The trade off is that to get an explosive early game with a sword (i.e. equip + swing as early as jitte or a turn faster than non sol land dropping turns,) I need to play sol land + mox t1 and then sol land turn 2. First of all, it's about 50% having mox + sol land. Having two sol lands in the first 8 is even more rare. Annoying.
Turn 1 usually is Magus of the Moon 50% of the time if he's the moon I got. 25% of the other time, I drop Priest of Urabrask into regular moon. So there's about 1/4 chance that if I get the mana sources I want and an equipment, I won't be able to swing with equipped creature t2 anyway. So, should I even be concerned?
Thanks for hearing me out.
Zupponn
11-15-2013, 04:07 PM
It would be nice to see what list you're running, but I'll try to give some input from what I know.
What equipment you're running really depends on what style of DS you are using. For traditional dragon lists, you are solely aggro and barely ever in a more controlling role. Here Sword of Body and Mind can help pump out more dudes while giving you a second win condition. Sword of Fire and Ice is always a really good card, but the card draw can mess up your hellbent. I haven't tested out the others, but Light and Shadow could be decent as well.
Werewolf lists are the same, except that Fire and Ice doesn't care about hellbent, so the card draw is much better there.
Goblin lists are different from the other two because you can take on a much more contolling role if necessary. Here Body and Mind is not so good while Fire and Ice is probably the best sword available.
In all lists Jitte is very good, and I probably would always run at least one and in my current Goblin list will probably run a single Jitte with a Sword of Fire and Ice.
Octopusman
11-15-2013, 08:03 PM
It would be nice to see what list you're running, but I'll try to give some input from what I know.
Here is the list I'm thinking of running. I'm sure I'll make some tweaks before I can test in an event.
Main
Mountain 10
Ancient Tomb 4
City of Traitors 4
Simian Spirit Guide 4
Chrome Mox 4
Priest of Urabrask 4
Phyrexain Revoker 4
Blood Moon 4
Magus of the Moon 4
Chalice of the Void 4
Trinisphere 4
Sword of War & Peace 2
Seething Song 2
Destructive Urge 3
Instigator Gang 3
Board
Shattering Spree 3
Ratchet Bomb 3
An-Zerrin Ruins 1
Anarchy 3
Ensnaring Bridge 3
Magnetic Mountain 2
Zorker
11-16-2013, 02:08 PM
Is anyone going to GP Dc with dragon stompy?
Zupponn
11-20-2013, 02:21 PM
Here is the list I'm thinking of running.
You mentioned having troubles when you don't find your equipment, but are running no creatures that are huge threats on their own, with maybe the exception of Instigator Gang. My suggestion would be to cut the Destructive Urges and add in some equipment in their place. Something like 2 Fire and Ice, two Body and Mind and a Jitte might work well. Body and Mind might be your best bet, as the extra created body would be nice in a deck only running 15 creatures (19 with SSG).
Octopusman
11-20-2013, 06:09 PM
You mentioned having troubles when you don't find your equipment, but are running no creatures that are huge threats on their own, with maybe the exception of Instigator Gang. My suggestion would be to cut the Destructive Urges and add in some equipment in their place. Something like 2 Fire and Ice, two Body and Mind and a Jitte might work well. Body and Mind might be your best bet, as the extra created body would be nice in a deck only running 15 creatures (19 with SSG).
Thanks, I will think about it.
Windmill
11-20-2013, 07:07 PM
Hello Dragom Stompy players :)
I am a Merfolk player. One of the players in my local meta runs an optimized Warewolf Stompy deck. I'd love to consistently beat him, and so if you could please answer a couple of questions, you'd really help me :)
1. What cards are you most afraid of in Merfolk decks?
2. Is Tidebender Mage a good card to side-in? Do you have many answers?
3. What do you sideboard in against me - what do I need to be prepared for?
4. How consistently can you get a challice out against me? I don't know the artifact, but there is one that makes everything cost 3. That hurts me because my FOW's suddenly cost 3. How consistently can you get that out turn 1?
Thanks guys! I actually love this deck, I wish I had one of my own :)
Octopusman
11-20-2013, 11:34 PM
Hello Dragom Stompy players :)
I am a Merfolk player. One of the players in my local meta runs an optimized Warewolf Stompy deck. I'd love to consistently beat him, and so if you could please answer a couple of questions, you'd really help me :)
1. What cards are you most afraid of in Merfolk decks?
2. Is Tidebender Mage a good card to side-in? Do you have many answers?
3. What do you sideboard in against me - what do I need to be prepared for?
4. How consistently can you get a challice out against me? I don't know the artifact, but there is one that makes everything cost 3. That hurts me because my FOW's suddenly cost 3. How consistently can you get that out turn 1?
Thanks guys! I actually love this deck, I wish I had one of my own :)
Hi Windmill,
I'll take a stab since no one has replied yet. I've played Dragon Stompy in Hellbent and Non-Hellbent variations for a very long time.
I'd be curious to know what is giving you trouble.
1. We're most afraid of you going first and landing an aether vial before we have a chance to drop a Chalice of the Void or a Trinisphere which is the artifact you mention in question 4. Once you get an aether vial, we're going to want to drop a chalice for two as soon as possible since our moons are not very useful at all and you're setting yourself up to race us by dropping lords/threats. I know it's kind of falling out of favor but despite being called Dragon Stompy many of our threats can't fly and we're short on removal so Coral-Helm Commander once leveled is really nasty and a lot of builds don't have a Phyrexian Revoker handy to shut him off.
Additionally, Dragon Stompy is fragile. We often rely on our "Sol Lands" (Ancient Tomb/City of Traitors) and therefore Wasteland can ruin our day if we, a) kept a hand with an accelerant (simian spirit guide/chrome mox), sol land, and maybe a mountain. Since our spells cost 3+, wasting that sol land is huge.
2. If you are already boarding in Tidebender Mage to deal with Knight of the Reliquary, or Goyf, or you have enough space for something like this in your meta to also believe it has value versus Dragon Stompy, I could see it as quality removal but I can't give advice in regards to what to take out for it. Although we do have a bunch of threats, we'd all be lying if we said Dragon Stompy hasn't won many games by landing a lock piece and riding a single threat to victory. Granted, aside from permission like Force of Will, Merfolk is low on removal unless you're still running that -5/-5 phyrexian spell (which is great for dodging chalice at 1 I might add). Tapping down our biggest threat while advancing your game plan seems solid. Consider it is post board so we may have a way to remove it but it slows us down and, if we want to get our threat back, we need to target this puny Merfolk instead of something more important like Reejery.
3. I'm testing unorthodox sideboard cards (because of true-name nemesis) which incendentally are effective against not just decks running TNN but Merfolk. I.e. Magnetic Mountain and An-Zerrin Ruins.
I'm also going to bring in ratchet bombs. It's nice to have a fast answer for vial if you dodged chalice and Merfolk is greedy on 2 drops so we're likely to get lots of value when we pop this thing. Careful not to overextend.
If I wasn't testing bad cards that only work once I've already taken damage, I'd still have Firespout to bring in. In the past, I've also ran pyroclasm, volcanic fallout, and artifact destruction for vials before I opted for sweepers. I run Phyrexian Revokers main, but you're likely to see this guy if people have him in the board to shut off aether vial and maybe coral-helm.
4. We can't get chalice down early consistently. It's only a four of so if you know the math that's less than 25% chance we have it in our starting hand. Keep in mind though that many Dragon Stompy players will mulligan often which can increase our chances of an early chalice. Your buddy knows you, so be might do this especially since he knows he won't get much mileage out of moons against you. An active vial or caverns care little for chalice trying to shut off creatures. Between silvergill, brainstorm, etc you're already seeing more cards than we are. It's interesting that you fear Trinisphere as there was a time when many (maybe some still do) wanted to put this card in the board. My opinion is that it belongs main deck now and in a werewolf build especially so you'll probably see it in game 1s vs. us. This is also just a four of so aside from heavy mulling, whether you see it or not early is a crap shoot. If we do have it, just like any of our lock pieces, we're probably going to cast it turn one. Like I said, we strive to have three mana on turn one. We'll usually either drop a moon, a trinisphere, or a chalice on 1 on turn one.
I hope this was somewhat helpful to you. Good luck.
Windmill
11-21-2013, 12:05 AM
Thank you so much - that was brilliant!
We've actually only had time to play two games. The first he won (made everything cost 3, and I couldn't find a third land). The second I destroyed him, it seemed to me that if I could counter the chalices and trinisphere I was home-free in many respects, but it is hard for me to know if he just got unlucky or not! We're going to play for fun at FNM so I just want to be prepared, since he is much more experienced than me. But yeah - trinisphere WRECKED me. What good is a vial if it costs 3 to play and I kept a 1 land hand?!
Would the chalice effect creatures brought in via vial? Once again, thanks so much! Importantly, I know from this that my daze is probably enough to deal with a turn 1 play, meaning I can afford to play something turn 1 and not have to leave up mana for spell pierce :)
Zupponn
11-21-2013, 02:30 AM
Chalice would not affect creatures brought in through vial because you're not casting them.
apple713
11-21-2013, 02:44 AM
has anyone tried replacing Chalice of the void and trinisphere with thorn of amethyst and sphere of resistance?
The advantages i noticed is that multiple thorns / sphere actually help instead of having 2 trinispheres in play and a chalice in play on 1 and an extra in your hand. the extra chalice isn't too bad but 1 is typically the sweet spot. You can now play 1 drops, so welder is an option. Tangle wire becomes an option. Lodestone golem fits in with this theme. Sphere / thorn have effect on cards that cost more than three like jace and liliana.
The disadvantages, you don't get a 2x turn time walk effect with a trinisphere on t1. and chalice on 1 is stronger than a sphere / thorn effect.
Other considerations include, having sphere / thorn effects may actually improve consistency. Chalice on 1 is beatable by a storm player, a sphere of resistance is much harder for them to generate enough mana through. 2 sphere effects is probably next to impossible cause they run so little mana. A ad nauseum would cost 7 at that point.
Maybe the right decision is running thorn of amethyst instead of trinisphere and keeping the chalice of the void... It means you'll have more t1 plays and thorn doesn't really slow you down.
this is almost leaning more towards a vintage stax build but still retaining a red element.
RUFF list below
Creatures: 24
4 lodestone Golem <---- he's just so good the deck should have always been running him probably...
1 Goblin Settler
4 Imperial Recruiter
1 Kiki-Jiki, Mirror Breaker
4 Magus of the Moon
4 Moggcatcher
2 Siege-Gang Commander
4 Simian Spirit Guide
1 goblin welder <---- can be tutored by moggcatcher / recruiter and can recur taglewires / lodestones
Art/Enchant: 16
3 Blood Moon
2 Tangle Wire <---- landing 1 of these after a lodestone or moggcatcher or siege gang is probably going to be game over. Can also buy you turns against combo
3 Sphere of resistance <---- replace trinisphere
4 Chrome Mox
4 Thorn of Amethyst <-----replace chalice
Land: 19
4 Ancient Tomb
4 City of Traitors
7 Mountain <----possibly caverns
4 great furnace <--- for goblin welder
Zupponn
11-21-2013, 03:42 PM
The great thing about having both Trinisphere and Chalice is that you can break them by focusing on spells that cost 3 or more to play. Going with all the taxing effects like Sphere, Thorn, and Lodestone really hurts you after you land them. MUD can use Lodestone because they run all artifacts, while Goblins can run Thorn SB because they run nearly all creatures. Without breaking these cards in any way, you're just making all your stuff cost 6 or 7 and theirs cost 3 or 4.
Windmill
11-23-2013, 07:15 AM
I just wanted to pop back and give a report on my Merfolk deck vs. my friend's Warewolf Stompy deck. Kind of backwards to do that I know, especially because we played 'till the shop closed and I won each time (so maybe 6-0?) thanks to some of the advice here, so I thought it might be helpful for thinking about aggro decks for you guys.
After the first game, the blood moons got sided out. It sucks not having my wastelands/mutavaults but its not a big deal tbh. The chalices were my worst nightmare because most of my creatures are 2-drop. However, his deck was so slow that I played a vial and then ticked up to 2, and then played creatures from that. In the meantime, I chumped with Cursecatchers (that cost 3 thanks to Trinisphere, ugh) Tidebender mage was sideboarded in after the first game and I just tapped down the warewolf and nothing could be done about it. His uncounterable burn-spell would set me back a bit but I'd just swarm the board again. TNN was almost just gg. As long as I found a way to lock down his single threat (and I had 3 Tidebender Mages + 2 dismembers + 3 TNN's) I was fine.
Basically, the only way he could win was a chalice for 2 + locking out my aether vial, with hopefully a trinisphere to slow me down, which he still got in one game - plus a blood moon effect with one of his creatures, and I still won that game (just). Lesson of the day: Merfolk vs. Warewolf Stompy just isn't a fair match-up (on the condition we can hit 3 mana with at least 2 sources of blue)!
:smile: After reading for years, my actual first post:
I kinda really think that Lodestone Golem aswell as Tangle Wire might be payed some attention. The denial-game is the strength of our deck, and both of those cards offer a way to advance our lock into a final strike.
True, every removal in this format hits on the Golem and Tangle wire shuts us down aswell, but it might a card that ables us to recover after a breakdown in the early game and does not hurt us as bad because of our Sol-Lands.
In combination to the Goblin Welder both cards can really help us to maybe also improve bad matchups like show and tell. Great Furnace might help aswell.
Anybody else any ideas on this?
Greetings from Germany,
lz
Captain Hammer
11-25-2013, 04:50 AM
Hi guys,
Below is the list that I'm currently running, I would really appreciate your feedback or any needed changes or problems that you see. Thank you.
1 Vault Skirge
1 Sword of Fire and Ice
2 Sword of Light and Shadow
2 Umezawe’s Jitte
2 Phyrexian Revoker
4 Moltensteel Dragon
4 Instigator Gang
4 Hanweir Watchkeep
4 Chalice of the Void
3 Trinisphere
4 Blood Moon
4 Magus of the Moon
4 Simian Spirit Guide
4 Chrome Mox
4 City of Traitors
4 Ancient Tomb
9 Mountain
I strongly feel that Vault Skirge is very underrated in this deck. It's been a champ for me, improving the decks consistently by giving me something to cast when I have one spare mana, and gaining me tons of life thanks to equipment.
Zorker
11-25-2013, 10:53 AM
Lands: 18
11 Mountain
4 City of Traitors
4 Ancient Tomb
Artifacts: 11
4 Chalice of the Void
4 Trinisphere
3 Chrome Mox
Enchantments: 4
4 Blood Moon
Creatures: 28
4 Simian Spirit Guide
4 Magus of the Moon
4 Moggcatcher
4 Imperial Recruiter
3 Siege-Gang Commander
1 Goblin Settler
1 Jaya Ballard, Task Mage
1 Kiki-Jiki, Mirror Breaker
1 Rakka Mar
1 Umezawa's Jitte
1 Sword of fire and Ice
2 Flametongue cavu
1 zo-zu the punisher
A Rough Goblin Stompy list, i think there are too many 1 off Though
(nameless one)
11-25-2013, 11:10 AM
I have toyed with with Goblin Stompy before (called it Space Goblins),
The main issue I had with it was you want to be Welder Centric but sometimes you don't have enough artifacts for it.
I would run Rummaging Goblin as well. Discarding big artifacts and Welding them back gives another dimension (digging through your library and cheating fatties onto the field)
Octopusman
11-26-2013, 09:14 PM
I've played with Lodestone Golem.
To be honest, I like my Chrome Moxen. Here, you're playing sometimes 3-4 of this guy and he can't imprint. Also, it's encouraging you to play more artifacts. You probably want to have already dropped artifact lock pieces prior to dropping golem so you're likely just taxing yourself unless you're playing a 2nd Chalice or Trinisphere. I prefer revoker since he is cheaper and also plays the mana denial game by shutting off the most popular mana dork ever printed (Deathrite Shaman in case you don't know) plus he turns off sneak attack, other elves, knights, etc etc etc.
I want to cast non-artifacts post lodestone. I don't think he'll seal the game as quickly as you think before they can stabilize. Is there a suite of artifact threats that are cheap and strong enough to run over red threats? I wouldn't advise running multiple 4 drops like Lodestone with moltensteel. Still, getting to 4 mana is even a challenge sometime and the moxen are key. Need those red cards.
Don't forget that Lodestone and Trinisphere don't make 1, 2 , or 3 drops cost 4. Or Trinisphere combined with any other tax for that matter.
I like the idea of tangle wire but again, it's another lock piece and I don't think it's wire to run it over trini or chalice. Remember, you can still get wrecked by one drop removal or threats like delver if they untap just one land or activate shaman.
Not trying to nay-say. As always, please test and put up good results!It is probably just a completely different build. I'd like to see someone make tangle wire work with lodestone. If only there was an "artifact land destruction" spell.
For the record, I always hated playing against merfolk with this deck. Even a set of Spinal Villains didn't change my mind. Thanks for getting back to us.
Hey,
ah, somebody with some experience with the mentioned cards, perfect!
To be honest: Yes, Lodestone Golem does not afflict Trinisphere as much, but in my opinion, the golem still works pretty good with our denial-strategy.
Of course, neither Golem nor Tangle Wire may replace either Chalice nor Trinisphere, but I still think it is a good addition, and both cards work pretty well with each other.
If I compare the Golem with f.e. an Avalanche Rider, I still prefer the Golem, allthough the Rider is far stronger under a Trinisphere. The Golem has an unfortunate kickback that will propably even hit us more then our opponent, but It has a damage output of 5 which is not too bad at all.
In my experience with Dragon Stompy (old Hellbent build), I always missed the "second piece", which might be Wire / Golem.
I am going to attend a 100 people legacy tournament in December with Goblin Stompy (Moggcatcher / Settler - Build). I will share my experiences with you guys :wink:
Greetings,
lz
Zorker
12-02-2013, 04:55 AM
Rummaging trough the net i found another version of goblin stompy:
//NAME: Goblin Stompy - ponos
9 Mountain
4 City of Traitors
4 Ancient Tomb
2 Cavern of Souls
4 Magus of the Moon
4 Simian Spirit Guide
1 Kiki-Jiki, Mirror Breaker
1 Tuktuk Scrapper
4 Moggcatcher
4 Siege-Gang Commander
1 Jaya Ballard, Task Mage
1 Murderous Redcap
3 Purphoros, God of the Forge
1 Goblin Settler
1 Rakka Mar
4 Chalice of the Void
4 Blood Moon
4 Chrome Mox
3 Trinisphere
1 Boggart Shenanigans
SB: 4 Confusion in the Ranks
SB: 2 Pyrokinesis
SB: 2 Ratchet Bomb
SB: 2 Ensnaring Bridge
SB: 3 Phyrexian Revoker
SB: 1 Anarchy
SB: 1 Goblin Sharpshooter
What do you think?
talermacher
12-02-2013, 08:48 AM
cutting the recruiters but keeping 1 off non goblins seems pretty weird - i would rather run jaya because its the cheaper and more versatile card. i dont think that the shenanigans deserve a slot when purphoros is dealing 2 damage, is triggered not only by goblins and doesn't target. stingscourger needs to be added to the main deck.
i dont think the list is anywhere near the optimum but purphoros + sgc looks pretty sweet.
Well, I played the deck in a 34ppl tournament and fell miserably. 0/5 and a bye in the last round. I kept playing to get a better sense of what was going on.
The Deck:
// Creatures: 23
4 Magus of the moon
4 Simian spirit guide
4 Moggcatcher
3 Siege-Gang Commander
2 Flametongue Kavu
1 Tuktuk Scrapper
1 Kiki-Jiki, Mirror Breaker
2 Murderous Redcap
2 Rakka Mar
// Artifacts: 12
4 Chalice of the void
4 Trinisphere
4 Chrome mox
// Instants / sorceries / Walkers: 2
1 Koth of the Hammer
1 Red Sun's Zenith
// Enchantments: 4
4 Blood moon
// Lands: 19
4 Ancient tomb
4 City of traitors
11 Mountain
// Sideboard:
SB: 2 Pyroblast
SB: 1 Red Elemental Blast
SB: 1 Koth of the Hammer
SB: 1 Jaya Ballard, Task Mage
SB: 1 Goblin Gardener
SB: 2 Pyrokinesis
SB: 1 Umezawa's Jitte
SB: 1 Phyrexian Revoker
SB: 3 Ensnaring Bridge
SB: 2 Sulfur Elemental
Deck Decisions
I really think that a moggcatcher that starts the turn in your side can win you the game. I only need to survive to that.
So the idea is to have:
- The Moggcatcher pack:
Moggcatcher
Siege-gang commander
Murderous Redcap
Kiki-jiki, Mirror breaker
Tuktuk scrapper
- The survival pack:
Flametongue Kavu
Rakka Mar
Red Sun's Zenith (should be Bonfire of the Damned)
- The lock + Acceleration to deploy it:
Chalice of the Void
Trinisphere
Magus of the Moon
Blood Moon
Chrome Mox
Simian Spirit Guide
Seeing that, I notice that Koth did not fill any purpose, shouldn't have been there.
For the Sideboard I counted on a resolved Ensnaring Bridge to win me games to Dredge, any deck with TNN, Batterkulls, Reanimator, S&T....
Koth was for the Control matchup.
No side to GY hate was a personal idea. Dredge should be controlled with Ensnaring and Trinisphere.
Mini Report
I didn't take any notes. It happened 3 days ago, so it may be wrong in some aspects. I apologise for that.
R1: Affinity
I lose the day roll and he deploys 5 cards on the board T1. I try to stabilize and I do it thanks to a Kavu that does a 2x1. I get there with a Moggcatcher that brings me the Scrapper and a Kiki Jiki, bu I'm still slow. When an Etched Oracle enters, I have to go for the kill and I do it by brute force. WIN
- G2 I lose to a really really fast start without option. I was in a point when I has Ancient Tomb + Mountain and a Simian in hand. I could chose Jaya Ballard or Murderous Redcap, and I lost because I was affraid of losing too much life with the tomb and Jaya. Wrong Decision. It was a bad hand, should have mulliganed.
- G3 has no history.
1st hand 7 lands - Mulligan to 6
6 spells no mana - Mulligan to 5
1 Mountain and all CMC 3+ - mulligan to 4
Moggcatcher + 3 lands, let's pray. But praying is not enough. GG
R2: Landless Dredge
I lose th die roll for th esecodn time. I get to control the board like the previous round. Kikijiki+moggcatcher blockl a lot of ichorids :P
- G2 I lose to combo. I had no Trinisphere, I landed an Ensnaring bridge and attacked with Rakka Mar tokens. I died the turn before winning.
- G3 I land a Trinisphere + Ensnaring bridge but I had no more lands all the game. I could not survive the horde of ichorids + zombies. A Bonfire would have saved my life. GG
R3: ANT
I lose the die roll again. I win game 1 with chalice + Magus + Magus + Magus + Magus (yeah, all 4).
G2: He could take away my trinisphere T1 and then comboes.
G3: He removed my chalice and my magus didn't stop him (island in starting hand).
R4: Patriot
I lost the die roll one more time.
I did ONE error in this game when I control a Moggcatcher (came last turn) and he has 1 card in hand. He has 4 mana and I have 4 too. I just drew a Chalice and, instead of passing the turn so I could search at elast once, I tried to play it. That meant Snapcaster to lightning, then he drew a Stoneforge+stoneforge and I lost.
G2 I tried to go greedy T1. I could go Chalice or Magus, and knowing he has no basic lands, I went for Magus. He goes, Lightning to Magus. I play my chalice and the smashes it. GG
R5: UR Delver
Guess what, I lost the die roll (bingo!). He start so aggressive that even my Chalice at 1 the 1st turn can't stop him. I die on his turn 4 (Delver + pyromancer + Price killed me). I didn't see a single red source all game, should have mulliganed.
Game 2, Trini 1st turn - Counter
Trini 2nd turn - Counter
Magus turn 3 - Lightning.
I was all the game in the first 2 lands, I didn't draw any more.
Conclussion
The deck didn't play well and I didn't either. Maybe without the errors I would have ended better. Also, having those first random pairings (instead of the more suitable ones) would have helped me get paired with decks where the Moon and Magus were better (stellar in Dredge, for example :P)
I needed more practice and I need to solve the mana. I need 20 lands.
BTW, a player in there was scouting the deck and asked for a card (moggcatcher). I told him it was the tech and that I'd tell him later. He entered this forum and saw my post, so he knew exactly my composition. I didn't face him all day, he won the tournament. Maybe that's Karma.
And now?
I'll relax a few days then think what to do with the deck. Bonfire is a high prio. Then I need to really think in what solutions I may find on it. Until then CY (I'll be scouting you, beware ^^
JMLL
LeoCop 90
01-18-2014, 08:12 PM
I'm experimenting a bit with the goblin list.... unfortunately, i found out that true name nemesis hurts that strategy.
The main strenght of the goblin version to me is that, even when you don't manage to land lock pieces, you can win the game thanks to the versatility of moggcatcher. A single rakdos pit dragon usually don't win the game, a single moggcatcher does instead because you are able to tutor for artifact destruction (tuktuk scrapper) , land destruction (goblin settler), token swarms and creature removal (siege-gang commander), bounce (stingscourger).
Unfortunately, when true name nemesis lands, there is little you can do and moggcatcher can be too slow. Probably it is just better to run dragons and try to race nemesis flying over it.
Blastoderm
01-23-2014, 11:57 AM
I'm experimenting a bit with the goblin list.... unfortunately, i found out that true name nemesis hurts that strategy.
The main strenght of the goblin version to me is that, even when you don't manage to land lock pieces, you can win the game thanks to the versatility of moggcatcher. A single rakdos pit dragon usually don't win the game, a single moggcatcher does instead because you are able to tutor for artifact destruction (tuktuk scrapper) , land destruction (goblin settler), token swarms and creature removal (siege-gang commander), bounce (stingscourger).
Unfortunately, when true name nemesis lands, there is little you can do and moggcatcher can be too slow. Probably it is just better to run dragons and try to race nemesis flying over it.
Hello everyone,
I haven't played Goblin Stompy for a really long time (although it's one of my fav decks). Dragons get bolted and force you to hellbent. Not ideal. I don't see how you have trouble racing True-Name Nemesis (unless he has equipment on)? He attacks for 3, you smash with bigger stuff. If he's sitting there blocking you shoot the blocked goblin to the face. Blood moon keeps them off 2 blue as well... I haven't really updated my list since I made it (back on page 52). However the list by Ponos with purphoros, god of the forge seems cool, has he posted here recently? For ref: http://www.tcdecks.net/deck.php?id=11839&iddeck=86703
My only concern is purphoros not becoming a creature. But I assume that's why he plays 4 SCG and not 3 --> he wants to cast them too. Some changes I'm thinking about: 1 krenko in the main to push things over the edge and instigator gang for tramply huge goblins. It will work quite nicely since we fetch goblins instead of casting spells. No need to timewalk to flip our werewolf! Only concern is bolt and abrupt decay are good vs the werewolf. In this case, I might add some cavern of souls. Furthermore, I think 3 Chrome Mox is the right number. Rather play another land (cavern or mountain) instead. Anyways, I'll post a list soon but it probably won't be much different. I'll start testing purphoros.
LeoCop 90
01-23-2014, 01:16 PM
I don't see how you have trouble racing True-Name Nemesis (unless he has equipment on)? He attacks for 3, you smash with bigger stuff. If he's sitting there blocking you shoot the blocked goblin to the face. Blood moon keeps them off 2 blue as well...
True Name Nemesis usually have equipments attached, because almost everyone play nemesis in stoneforge decks , except merfolks where nemesis is 4/2 or 5/3 though. Believe me, it might be problematic to race nemesis.
Blood Moon keeps them off double blue, and in fact i would like to discuss the best creatures when our lock pieces fail.... because when our lock pieces are effective we could win also with Trained Orgg.
And by dragons i wasn't meaning Rakdos Pit Dragon. I should have specified that i mean Thundermaw Hellkite or Stormbreath Dragon. Particularly, I believe that Stormbreath Dragon is perfect for this meta because it survives both bolt and swords to plowshares, especially in a build that also run cavern of souls to make him (or magus of the moon when needed) uncounterable. The issue is , as always, the mana cost of 5 , and to me also the fact that stormbreath will cost a lot until he is played in standard (i own one, but i'm not willing to buy 3 other soon).
Blastoderm
01-23-2014, 02:12 PM
True Name Nemesis usually have equipments attached, because almost everyone play nemesis in stoneforge decks , except merfolks where nemesis is 4/2 or 5/3 though. Believe me, it might be problematic to race nemesis.
Blood Moon keeps them off double blue, and in fact i would like to discuss the best creatures when our lock pieces fail.... because when our lock pieces are effective we could win also with Trained Orgg.
And by dragons i wasn't meaning Rakdos Pit Dragon. I should have specified that i mean Thundermaw Hellkite or Stormbreath Dragon. Particularly, I believe that Stormbreath Dragon is perfect for this meta because it survives both bolt and swords to plowshares, especially in a build that also run cavern of souls to make him (or magus of the moon when needed) uncounterable. The issue is , as always, the mana cost of 5 , and to me also the fact that stormbreath will cost a lot until he is played in standard (i own one, but i'm not willing to buy 3 other soon).
I'll have to test against nemesis. If you really have that much trouble you could always run Magnetic Mountain lol. Oh and I always side in 4 ensnaring bridge against merfolk. I'll be trying this list:
4 ancient tomb
4 city of traitors
12 mountain
3 chrome mox
4 simian spirit guide
3 siege gang commander
1 krenko, mob boss
4 moggcatcher
4 blood moon
4 magus of the moon
4 trinisphere
4 chalice of the void
3 instigator gang
3 rakka mar
3 purphoros, god of the forge
SB:
4 phyrexian revoker
4 ensnaring bridge
3 tormod's crypt
1 stingscourger
1 tuktuk scrapper
1 goblin sharpshooter
grixx
01-28-2014, 03:14 AM
hey guys, so i got 2nd in a scg iq on the 26th in dalton running stompy
list:
12 mnt
4 ancient tomb
4 city of traitors
4 chrome mox
4 simian spirit guide
4 trinisphere
4 chalice of the voice
4 blood moon
4 magus of the moon
4 hound of griselbrand
4 koth of the hammer
4 moggcatcher
3 siege-gang commander
1 tuktuk scrapper
sb:
2 anarchy
1 sulfur elemental
2 ratchet bomb
1 tuktuk scrapper
2 stingscourger
2 ensnaring bridge
2 pyrokeinesis
2 faerie macabre
1 goblin sharpshooter
i kept pretty bad notes from my actual games but of 5 rounds of swiss i went 3-1-1 into the finals
round 1: BUG: 2-0 blood moon'd both games, he played a total of two spells in the match
round 2: belcher 0-2 i was on the draw game one and kept a crappy one in the second game
round 3: delver 2-1 i made a mistake game one and got blown out by a stifle, but had blood moon in 2+3
round 4: reanimator 2-1 this was some terrible magic. g1 he mulls to 4, 0 spells. g2 i keep a terrible hand with faerie macabre. he goes for it on turn two and i blow him out, but i draw 0 lands. i never draw any in six turns. he casts exhume on a tidespout tyrant and i almost race with siege-gang. g3 chalice
round 5: ID
top 8
round 6: high tide: 2-0. g1 he mulls to 5. moggcatcher getting singleton scrapper gets him. g2 he goes off, but fizzles.
round 7: storm: 2-0. g1 t1 trinisphere, he tries to go off through it and whiffs. g2 t1 i get duressed he takes my trinisphere but i draw chalice off the top.
round 8: reanimator: 0-2 this was miserable. he has t1 (!) iona g1 and g2 i play bad imprint a moggcatcher to try and play around spell snare for a blood moon. i never draw a threat and he finds a show and tell four turns later.
People might wonder why no jitte, but I literally never wanted it in testing and it just clogged my hand up. It would have been pretty much worthless here.
Anarchy just felt like wasted space in the sideboard. Sulfur elemental would have been a much better slot. I will probably also convert psychokinesis to cave-in. I really could not find any confusion in the ranks, although I'm not sure what I would cut for it.
Regarding the threats - Koth and the Hound were both kinda eh. I found myself boarding them out a lot. Maybe Koth becomes Chandra, Pyromaster? I think I want to turn the hound into Rakka Mar. I mostly played against non-interactive decks, so maybe other people have had better experience. Overall, I like the moggcatcher build. I never lost a game after I tutored up a siege-gang, but then again, I already had lock pieces in play.
Which made me wonder if this deck needs to run thorn of amethyst.
Btw - if you're not running 4x SSG, 4x chrome mox, you are doing it wrong. it is so important to be able to trinisphere/moon/chalice on turn 1
LeoCop 90
01-28-2014, 02:16 PM
Congrats for the result, it's nice to see someone doing well with this deck !
I like your deck , i would just like to play 1 Goblin Settler and 1 kiki-jiki. I know settler is expensive and difficult to find, but if you ever find the will/money to get him i recommend him. He can destroy random basic lands under a blood moon, and can keep opponents unable to play under a trinisphere. I just dream of doing turn 1 trinisphere, turn 2 moggcatcher, turn 3 fetch goblin settler, turn 4 fetch kiki-jiki and start copying settler so that the opponent will never cast anything in the game. Kiki is also good in copying siege-gangs (although this is equal to fetching another siege-gang) and tuktuk scrapper to blow multiple artifacts.
On another note , do you think the new Flame-Wreathed Phoenix is playable ? i know that cards wich let opponents choose are generally not good, but both the modes of this phoenix look good. i think it could compete with rakdos pit dragon for the 4-mana flyer slot.
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