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GGoober
02-07-2011, 12:58 PM
This is my first ever article, a small one, that I feel like writing for the community. I hope you guys enjoy the read!


Stomping Old Habits

History and MotivationThe first deck that I built for Legacy was Armageddon Stax. The archetype of prison decks was an entirely fresh one for me back then. During old extended season (circa 2001), I was a fourteen year old playing Urza Saga/Onslaught Goblins, Red Sligh, and Aluren packing 4 Vampiric Tutors, against a metagame of Monoblack Reanimator running 4 Vampiric Tutors and 4 Entombs powering Akroma out on turn two every game. I took a six year break from the game, and stumbled back to MTG in 2007 relooking into the Extended format. That’s when I found an awesome deck called Tron. It was a deck focused on establishing a Mindslaver lock, and that began my interest in prison decks.

Within just a month on my sojourn back to MTG, I became aware of a format called Legacy. Realizing that I could play all the awesome cards from my favorite sets (Tempest, Saga) and be able to play these cards for eternity, I knew this was going to be the format I would invest and enjoy. I bought the cards for my old Aluren deck, and started delving deeper into the format by reading the forums encyclopedically. I came across Christopher Coppola’s article on $T4K$ (Stax), which highlighted the $4K solution for the Vintage metagame at that time. Coppola’s article tied to the Legacy version of Vintage Stax, which he called the $400 solution to Legacy. I became immediately convinced that Stax was one of the best decks in the format, if not the coolest deck in the format (until Dredge was born later, and took the coolbro name of the format).

Of course, I was far from correct in thinking prison decks were one of the best decks in the format. The format itself is diverse and complex, and many strategies are not necessarily always going to succeed. I played ‘mental’ Stax for about a year, with myself, or on MWS with my best buddy ‘Player Left’, and slowly moved onto Stompy decks (prison-aggro decks). There was a joy in playing cards that denied interactions from an opponent. I guess you can say that playing combo Aluren to Tron to Stax followed the same spirit of enjoying decks that denied interactions.

Eventually, my involvement into Legacy got myself started on my collection of duals and staples. I could now build more decks, and the format started evolving as well. It was an era where Countertop was first being experimented in Legacy after seeing limited success in the Extended format. How ironic that Countertop was dismissed to be a slow and round-about strategy, and has now become one of the fundamental pillars in the format. I tried all variants of Stax and Stompy: Blue Stax, Armageddon Stax, Faerie Stompy, Dragon Stompy, Elephant Stompy, and Demon Stompy. Every variant was a blast to play, but it also blasted me into many game losses and frustrations. Over time, I became convinced that it was time for me to move on to more consistent dual-lands.decs. Every once in awhile, I’ll pick up Stompy with mixed feelings of joy and regret, always screaming,

“If Stompy could just be a little more consistent, it would be amazing!”

Over time, a local playgroup at Asgard Games grew into a vibrant comfortably-sized Legacy scene. We started with four people randomly meeting at Asgard Games, and coincidence and the love for the format attracted more people, and converted more people from other formats over. We have interesting metagames for most parts, metagames that are always shifting: tier and homebrew decks come in and out quite frequently and it was always fun and great to learn from every game. Over the years, deckbuilding and theory-crafting had always been my main interest in the format. Most of the time, my deck variants failed, but I always took back some interesting lessons. In this article, I would like to address some fundamental issues regarding the nature of Stompy decks, its strengths, its failures and my approach to a different kind of Stompy.


What is Stompy?
Stompy is fundamentally a prison-aggro deck that seeks to win games by disruption with prison cards and winning via an aggro strategy under these prison cards. For the following article, I would like to use the definitions:

Lockpieces: a card that generates a prison-effect, meaning, it stops an opponent from interacting in a specific manner e.g. Chalice of the Void, Trinisphere, Crucible of Worlds. Lockpieces often hinder an opponent’s gameplay and prevent him from executing his deck strategies the way he wants to perform them.

Beaters: a creature that is a win-condition for Stompy via an aggro-strategy.



Strategy:
Stompy is commonly identified to be a deck running a manabase of Ancient Tomb and City of Traitors, with additional accelerants in the form of Chrome Mox, Spirit Guides, or Mox Diamond. The typical Stompy manacurve begins at 2cmc and 3cmc. The reason for such a manabase lies in the selection of cards, both lockpieces and beaters, which form the core strategy of Stompy.

The strategy of Stompy is straightforward: abuse the manabase of the deck to power out 2cmc and 3cmc lockpieces such as Chalice of the Void and Trinisphere on the early turns and try to win under these lockpieces. This strategy is a very powerful one due to the nature of the format. Legacy is a format that has a dense exchange of interactions during turns one to turns three. The resulting game states for most matches are usually determined by the player who establishes a superior game state in these early turns. As a corollary, it is only natural that a lot of 1cmc to 2cmc spells are played in Legacy due to the importance of this early game phase. Stompy is a deck that tries to capture this scenario in its favor. By tweaking a manabase to power out 2cmc and 3cmc spells like Chalice and Trinisphere, Stompy is essentially shutting down bulk of the early game phase. In the meantime, Stompy can also capture this tempo gain from prison effects by dropping creatures which are considerably above the game phase curve (e.g. a 3cmc creature is usually intended to be played on turns two or three but Stompy is able to power out these creatures many turns faster thanks to its manabase).

However, the strategy for Stompy is never as simple as it sounds. On paper, turn one Chalice and Trinisphere would seem to win bulk of games, but in real life, you are facing a host of decks running cards that answer these cards. For instance, Force of Will protects a player from Stompy’s turn one disruption. Recently, the popularity of Aether Vial, Noble Hierarchs and Mox Diamond has diminished the effectiveness of cards like Trinisphere and Blood Moon. Stompy can no longer rely on a simple strategy to win games. It is now often forced to play a game with an opponent, which is something Stompy does not want to do since Stompy really just want to restrict an opponent from playing a game at all.

Regardless, Stompy decks are still attractive to some players due to its unique strategy and deck shell. It’s a shell that has a decent chance to beat all three archetypes in the format (combo, control, and aggro). The ability to run Chalice of the Void, which shuts down 60% of the format’s most important spells, and having the ability to play over-costed cards at the same pace as regular cards, pushes Stompy’s tempo development above regular decks. Not to mention, lock-pieces and disruption in the form of Trinisphere, Chalice, Crucible, Armageddon, Choke, Blood Moon etc tend to skew the tempo in favor for Stompy.

Failures of Stompy
The heart of Stompy is to win the tempo game by creating prison-effects. If it fails to do this, Stompy falls back and loses to better cards that an opponent will be playing. Despite being in a terrific shell that beats all pillars of combo, control, and aggro, Stompy decks have in recent years been labeled to be the ‘bad’ decks of Legacy. A key reason is due to Stompy’s inconsistency. This is a well-known fact that Stompy faces. You lead with an opening seven and pray that it is fast and strong enough to create locks and win under them. If your opening seven is weak, you are forced to mull because your strategy will never work unless you have enough prison-effects to buy tempo to win games. Mulligans tend to spiral Stompy towards even greater inconsistent draws governed by how the decks are fundamentally built. Stompy also has to topdeck most of the time and the tempo it creates in the early games has to be captured in order to create a lock/win. Many times, Stompy would lead off with broken starts and seemingly control the game but fail to draw relevant cards and proceed to lose.

The inconsistency issue of Stompy is always a big reason that deters people from continually playing the deck. Personally, this was the very reason I stopped playing Stompy variants, and whenever I picked up Stompy again, it was always a mixed feeling of “Stompy beats most decks, and only loses to itself”. Many innovators and people who play Stompy seek to increase consistency. One way of doing this is to increase card draw/filter with cards like Thirst for Knowledge, Crystal Ball, Sensei’s Divining Top, or other oddity choices such as Bottled Cloister, Faerie Mechanist etc. However, this implementation ends up diluting the core strategy of the deck, and more importantly reduces the explosiveness of the deck, which leads to fundamental failures since the entire deck is no longer aligned to its explosive game plan. The other alternative, which is perhaps the only alternative for Stompy is to optimize card selection to reduce the chances of drawing dead cards. No one can control the topdeck, but the mathematics inbuilt into deck design and careful selection of cards can reduce the chances of dead draws. Improving consistency of Stompy, in my opinion, is the only way for Stompy to do well in big events. Stompy can easily win small events due to its surprisingly powerful starts that few decks can handle, but in bigger events, the inconsistency factor will become an issue when Stompy needs to not only battle good decks, but also to battle itself and pray that it does not undergo ‘dead draws’.

Winning with bombs vs. incremental advantage
This is an important section that I will briefly talk about two-core strategies that I feel every Legacy deck is based upon. Winning in Legacy can be safely summarized into two strategies:

1) Bombs
2) Incremental-Advantage

The first case is winning with bombs. Legacy is a format of bombs. There are cards in the format that will win games by themselves if resolved. A few good examples include Show and Telling an Emrakul, the Aeons Torn into play, resolving Natural Order into Progenitus, or resolving Ad Nauseam/Doomsday into a Tendrils pile. It takes quite a lot of exposure to the format to truly appreciate that game-winning bombs are the heart of the format. Why would you play this format if it didn’t contain bombs? It would be just like any other format, dull and lethargic. Decks focused on playing bombs often build their decks around these bombs, forcing them to resolve to win games. However, these decks usually falter when their bomb strategies are countered and disrupted.

The second case is a strategy that relies on carefully playing out spells while constantly maintaining the game state. By maintaining the game state, incremental-advantage strategies become quite powerful because it is based on a core selection of cards that work synergistically to generate advantage. Bulk of Legacy falls under this section (despite the fact that every deck has their own bombs, there are only a few decks that truly play bombs which win on the same turn). A few good examples include Jace the Mindsculptor, Countertop, Goblins gaining advantage from Ringleaders and Warchief, Merfolks building up an army over turns while countering spells, etc. Incremental-advantage decks, unlike decks packing bombs, do not falter as much when they are being disrupted. This is because these decks have much more options to attack opponents whereas a deck with bombs loses when their bombs are disrupted/countered.

With these two concepts in mind, I would like to relate this to Stompy, an observation and train of thought I had been developing which led to revelations on developments towards a different approach when playing Stompy.


To Bomb or Not to Bomb
Relating back to the core strategy of Stompy, we recall that the strategy is to play out lockpieces and win under them. This very strategy implies that the lockpieces played out by Stompy are viewed as bombs from an opponent’s standpoint. If Stompy is capable of playing a lockpiece buying three to four turns to win, then the lockpiece is clearly considered to be a bomb from the opponent. Likewise, if an opponent is able to deal with this bomb, Stompy strategies tend to falter because they cannot fully capitalize the tempo gains they originally intended.

To demonstrate and summarize the common scenarios that Stompy undergoes, let’s look at three scenarios (summary of scenario is given in parenthesis italicized).

Scenario A (explosiveness, correct sequence of spells played out)
Stompy is on the play and powers out a turn one Trinisphere and proceeds to win the game with a big beater on turn two, while following up with more lockpieces like Blood Moon/Chalice. Why has the opponent lost in this scenario? The opponent has lost to the bomb Trinisphere. If he had been able to counter the Trinisphere, he would not be in a position unable to interact. Turn one Trinisphere is definitely a bomb in this scenario. Note that in this situation, if Stompy opened with a big beater followed by drawing lockpieces, the scenario would have been much different (refer to Scenario C).

Scenario B (bomb-strategy nullified)
Now imagine, Stompy is on the draw and the opponent leads with an Aether Vial. The same Trinisphere in the earlier case is now a terrible card. The opponent has nullified the bomb of Stompy with as simple a start as Aether Vial. Tying this back to the general rule that decks with bombs tend to win when bombs resolve and lose when bombs don’t resolve, we see this exact situation happening. Not only is Stomping suffering from a dead card (Trinisphere), but the entire strategy on winning on the back of Trinisphere/Blood Moon has been nullified. Another common example is having an early bomb lockpiece countered by an opponent’s Force of Will.

Now, there is one more dimension to take into consideration, and that is the nature of Stompy decks. Consistency will always be a problem and Scenario C usually occurs in many games:

Scenario C (Inconsistency)
Stompy is on the play and powers out a turn one Trinisphere and draws lockpieces and lands for the next few turns. The opponent is locked under Trinisphere but Stompy has been unable to capitalize the tempo gain from the lockpiece since he has not drawn a creature. The game either ends up with the opponent stabilizing and answering the lockpiece bomb or Stompy finally drawing creatures that are no longer as impressive if he had drawn them earlier.

These three scenarios are the key scenarios that I feel describe the picture of Stompy and they all revolve around a common topic of playing bombs v.s. incremental-advantage. For the longest time, Stompy’s approach was to play bombs and try to win under them, but it is my sincere opinion that this strategy is no longer as powerful as it once was. The popularity of Aether Vial, Noble Hierarch, higher basic lands, and diversification of hate towards Stompy has made the whole bomb-approach less feasible. Even if it is feasible, explosive Scenario A starts can be disrupted by opponents into Scenario B, or degrade into Scenario C due to the inherent inconsistencies enforced by the selection of cards.

With such, I have begun taking steps to testing an incremental-advantage approach to Stompy rather than playing bombs. I still play bombs but my selection of cards will seek to demonstrate how I am not bent on the traditional land-a-bomb-play-beater approach, but rather, my deckbuilding is focused on a more consistency and incremental-advantage approach.


Synergy and Redundancy in incremental-advantage
Earlier, I focused that the only viable solution to improve consistency in Stompy is to minimize dead draws. Every deck faces consistency issues, so Stompy is not alone. The goal in this section is to identify what really causes inconsistencies within Stompy.

I would like to draw a case from a good Legacy deck: Zoo. Zoo is a deck built on a selection of cards with a principle of redundancy. Every card in Zoo is either a burn spell or a big beater. In the deck-design of Zoo, this can be further summarized as every card in the deck does the most damage squeezed into one card. Whether Zoo draws a Lightning Bolt, Kird Ape or Wild Nacatl, they mean almost the same value to a Zoo player. This redundancy in deck design makes Zoo a very consistent deck since every card drawn serves the purpose the deck desires, and there is theoretically no ‘bad draws’ aside from lands and creatures out of the manacurve.

Similarly, we see that Merfolks and Goblins are focused somewhat on redundancy. Despite the fact that these decks require a swarm strategy to be truly successful, these decks typically just want to draw enough creatures and eventually win with critical mass while playing some form of tempo to slow down opponent’s board development (e.g. Wasteland, Daze, Rishadan Port).

That is the power of incremental-advantage decks despite the powerful effects of game-winning bombs in the formats. Decks based on consistency, synergy and incrementally accumulating advantage, can survive better in the face of hate, and they have tremendously decreased the chances for dead draws since their selection of cards do not depend on each other.

Taking this to Stompy, I would like to highlight Scenario C where Stompy plays a bomb lockpiece but fails to win because it has not drawn a relevant card to follow up with the bomb. I want to highlight a key concept known commonly as redundancy as addressed above in the example case of Zoo, which adds to another dimension to reducing dead draws. Take for example, card X performs function X. When you need to utilize function X in a game, drawing card X will put the game in your favor. However, if the applications of function X are narrow in another matchup, then in other instances where you do not want to draw an X effect, drawing card X costs you games. At the same time, if a card Z can fulfill both functions x and y (where x is a similar effect to X but not as game winning), then that card is more flexible, and in the most cases, create less instances of bad ‘topdecks’. This is a simple way of analyzing cards and redundancy. Obviously the game state is more complicated than this, and sometimes, cards with multiple functions are not as powerful as card with a single game-winning functions. Synergy is a common term understood by many people. It involves a selection of cards with little effects working together to create an overall gamestate with a big effect.

To give a more tangible example of the story of redundancy and synergy from the viewpoints of Stompy, compare the effects of Blood Moon to something like multiple Phyrexian Revokers and Lodestone Golem. Blood Moon is an example of a card that has a single game-winning function. You resolve Blood Moon you should have the game in your favor against the decks affected by Blood Moon. On the other hand, drawing multiple Blood Moons or resolving Blood Moons against irrelevant decks creates useless cards/draws in your deck. Phyrexian Revoker and Lodestone Golem are an example of a card with a less game-winning effect (Pithing Needle effect), but drawing multiple Revoker is never bad (at worst it’s a 2/1 for two-colorless. The disruption adds up incrementally compared to Blood Moon. Obviously, Revokers will never win games the way Blood Moon does, and Revokers are in fact terrible if your deck has no other cards to back them up. But what Revoker does is creating a small lock while being a win-condition at the same time, and when more of such cards with similar purpose (Lodestone Golems, Crucible, Chalice) add up, the overall effect is synergistic, and is as strong as the lock generated by Blood Moon.

If one approaches Stompy in this manner, where cards are no longer performing specific tasks (i.e. requiring to draw lockpiece and a beater on separate cards), and when one approaches a new way to look at Stompy where every card incrementally adds up both as a lockpiece and beater, then we start looking into strategies where draws are more redundant, therefore reducing inconsistency, while at the same time redundant draws leads to an overall synergistic effect. This new strategy would require a new selection of cards over traditional bomb-approaches of Stompy, and arguably, the new version of Stompy would look quite different than traditional lists.

So, here’s a list before I lose you guys.

DECKLIST: OVERSEER STOMPY
Lands: 24
4 Ancient Tomb
4 City of Traitors
1 Island
4 Seat of the Synod
4 Mishra’s Factory
3 Blinkmoth Nexus
4 Wasteland

Accelerants: 5
3 Mox Diamond
2 Mox Opal

Beaters: 20
4 Steel Overseer
4 Phyrexian Invoker
4 Master of Etherium
4 Etched Champion
4 Lodestone Golem

Equipmets: 5
3 Umezawa’s Jitte
2 Sword of Fire and Ice

Lockpieces: 7
4 Chalice of the Void
3 Crucible of Worlds
(4 Lodestone Golems count to this slot)


I really want to focus on the three Scenarios A, B, C which play a heavy role in the culmination of card selection for this deck. A brief recap:

Scenario A: (explosiveness, correct sequence of cards played, tempo, lockpieces)
Description: Stompy blowing out opponents with bombs and capitalizing on the tempo from lockpieces.

Scenario B: (no redundancy, no synergy, dead draws)
Description: Stompy losing to opponents because bombs have been answered and subsequent gameplays are affected since they relied on the bomb resolving.

Scenario C: [/B](consistency)
Description: Stompy losing to itself due to inconsistency.


[B]Manabase:
I want to keep the manabase as explosive as traditional Stompy lists i.e. I want to maximize Scenario A as much as possible (blowing out opponents with Stompy’s unfair speed). At the same time, I do not want Scenario C (consistency) to backfire on me.

One of the highlights of a Stompy manabase is 18 lands (4 Ancient Tomb, 4 City of Traitors), 4 Chrome Mox and 4 Spirit Guides. This configuration is well tested to power out Scenario A (explosiveness). However, when Scenario A degrades to Scenario B (dead draws), one starts seeing the risks of playing Chrome Moxes and Spirit Guides as unstable and unreliable mana sources. For myself, I have never liked playing with Chrome Moxes since it pitches an important business spell and cards are very valuable in Stompy. Sadly, the choice to run Chrome Mox cannot be solved for traditional Stompy lists such as Dragon Stompy and Faerie Stompy. These decks cannot afford a high land count to support Mox Diamonds without diluting their inherent strategies.

The best scenario for Traditional Stompy is Scenario A where the unstable manabase pays off in its explosiveness. However, Scenario B is becoming more frequent these days with anti-Stompy cards that we hate to see e.g. Sensei’s Divining Top, Noble Hierarch, Aether Vial, Force of Will etc. In this sense, it’s a cost-benefit analysis to see if the games won with Scenario A from an unstable manabase outweighs the game lost in Scenario B and C due to having a disrupted gameplan that can no longer function without a lockpiece or having multiple dead draws from Chrome Moxes and Spirit Guides. Most Stompy players follow the traditional saying: “That’s the way Stompy is, you win or you lose to yourself” and accept the traditional configuration. I, myself, cannot accept this if I am taking the deck seriously and plan to play in a big event. The traditional stompy lists does enjoy Scenario A more often than B, so this ties in closely with their willingness to run such a manabase, however, the mathematics and playtesting has also proven to work for the manabase that I have proposed.

Deep-diving into card choices, we see that Overseer Stompy runs 24 lands. Breaking these lands down, every land serves an important purpose and more importantly, since this deck is built with the principles of redundancy and synergy instead of a bomb-lockpiece approach, I’ll highlight the corresponding synergistic cards in parenthesis.

4 Wasteland
(Crucible of Worlds, Lodestone Golem)
This is simply the most powerful land in the format. This is the land that will destroy any deck, including yours when played correctly.

4 Seat of Synod
(Master of Etherium, Etched Champion, Mox Opal)
Metalcraft enabler but more importantly to pump and play out Master of Etherium

4 Mishra’s Factory + 3 Blinkmoth Nexus
(Crucible of Worlds, Master of Etherium, Steel Overseer)
Manlands are essential to the deck adding as additional threats that pair up very potently with Steel Overseer. They get pumped by Master, and occasionally enable Metalcraft. They are crucial to winning against control decks, while being on the defensive against faster aggro decks. With Crucible, they provide an inevitable win-condition. The clock with Overseer is impressive after two-activations. They give Jace/control decks a big headache even after a Firespout/EE.

4 Ancient Tomb + 4 City of Traitors
(the entire deck)Without these lands, the deck will not exist. It’s Stompy right? I used to run 3 City of Traitors, but realized that 4 were still needed to go crazy. The nice thing is City pairs up nicely with Crucible so you get a stable Stax-like mananbase compared to other Stompy builds and not tear your face with City of Traitors openings that are questionably unkeepable.

1 Island
This Island is added because there was no reason to not play 1 basic and make Path to Exile the better removal over Swords to Plowshares. You want to show people why Path is a bad removal so run 1 Island. There is no loss in running this unless the fourth Blinkmoth is required. Since you hardly pump with Blinkmoth Nexus (it takes one colorless to pump), multiple Blinkmoths are not impressive when you only need 1 Nexus to carry an equipment over.

The manabase retains the explosiveness of regular Stompy lists with Mox Diamonds and Tomblands. 7 out of the 24 lands are manlands which count towards win-conditions (that pair very synergistically with Overseer on the offensive and Crucible on the defensive). 2 Mox Opal has been tested to be the ideal ratio i.e. I seldom draw double Opals, and Mox Opal is always active and powering out 3cmc spells on turn two. Since the list I propose is not as focused on dropping 3cmc bombs like Trinispheres on turn one, we see how Opal makes sense in the deck since there is no need to drop 3cmcs on turn one in this deck, making Opal a very consistent acceleration past turn two without any card disadvantage. 4 Wasteland pairs strongly with Crucible, and provides more synergy for the Chalice/Lodestone gameplan. In this deck, unlike other Stompy decks where 10 out of the 18 lands are basics, all my lands have a purpose (except Island). This selection is based on two fundamental reasons:

1) I want to minimize the mulligans I associate due to land screw. When traditional Stompy opens with 1 Ancient Tomb and a Chrome Mox, it is usually awesome until they Wasteland your Tomb and you proceed to topdeck no lands (since you only play 18) while they win under your own Trinisphere. If you mulled that hand, then you get 6 cards where you could have avoided the land screw problem entirely.
2) Once in awhile, I get land-flooded but since all my lands serve important functions (1/3 of my lands are threats), this reduces the drawback on playing more land. The ability to play 3 Mox Diamond + 24 Lands with 4 Wastelands and 7 manlands + 3 Crucibles all tie in nicely to a land-based engine and selection of cards. The ratio supports Mox Diamonds, while allowing recycling and recursion of Waste/Manlands with Crucible, without any issues on manascrew and issues on manaflood is less severe when 23 out of the 24 lands have secondary purposes. In general, I feel that Stompy cannot afford tempo losses from manascrews but can afford some tempo losses from manafloods (best scenario is neither manascrew or flood but one can hope :P)


Creatures:
The creatures of these decks need to fulfill three key purposes addressed in earlier sections:
1) Redundancy and Synergy
2) Cost-efficient at all times
3) Disruptive and pressuring opponents to take actions

Redundancy and synergy is the main pillar on how the deck is built. On paper, choices like Phyrexian Revoker, Steel Overseer, and Lodestone Golem do not seem to justify as quality creatures in a Stompy deck, but I would encourage you to step out viewing the deck in the traditional-sense. I am shifting the strategy from playing cards with separate functions that perform tasks professionally to playing cards with multiple jack-of-all-trades functions that add up incrementally. Once again, this shift in philosophy is aimed to address consistency issues via redundancy and synergy leading to fewer dead draws.

All my creatures have to be cost-efficient. They have to do much more than what they cost. This is a simple fact. In Legacy, you are facing creatures that are above the manacurve. Your choice of creatures has to be as close to this philosophy as possible. It is hard to trump Goyf and Knights when it comes to creature selection, but it should be a top priority to make sure that your creatures do something important and enough to justify its manacost.

All my creatures have to be disruptive and apply pressure, and in some ways asking my opponents to remove them if possible. Without this feature, the deck will fail, and the deck was not successful before the printing of Phyrexian Revoker since there were not enough creatures that disrupted and demanded attention. In this deck, you want your opponents to feel threatened, and under pressure from lockpieces or inevitability. It is for this reason that something as crappy as Steel Overseer generates so much fear (due to his synergy with other cards in the deck). When evaluating the card choices in this deck, you start to understand why I can make a bold statement to say that my creatures should be removal-magnets whereas decks like Dragon Stompy want to avoid having their creatures removed in any scenario. Dragon Stompy takes a lot of resource/investment to power out threats (using Chrome Mox, Spirit Guides, Seething Song all add to cards/resources to play out one threat). These decks cannot afford to have their creatures removed because they only have limited ways to powering them out. Thankfully, the bomb-lockpiece strategy (Scenario A) supports this philosophy but they have to hope this does not degrade to Scenarios B & C or their limited threats will face superior removal.

In the incremental-advantage build I’m approaching, you want your opponents to feel pressured from everything: Steel Overseers, Phyrexian Revokers, Lodestone Golems, Master of Etherium, Etched Champion, Manlands, Crucible, Jitte, Chalice etc. By doing so, they will be less able to develop their board position while focusing on answering your disruption/beaters while you are constantly building up again and again. The whole goal is to pressure your opponents, force them to be offset from their gamestate, which is exactly what the incremental-advantage strategy is about.

4 Steel Overseer
1) This is the single card that connects all pieces together. He is highly synergistic with all creatures in the deck (in particular growing manlands and Etched Champion). It is usually worthwhile to grow your dudes to 4/4, 5/5 before swinging in to make full use of his worth by putting your creatures outside the fragile x/3 toughness range. Steel Overseer grows manlands with just the manland spending one colorless on activation. This is a crucial strategy against faster aggro decks and control decks. You can afford to take some beating and early damage and when you have outgrown your dudes against theirs, they will be staring down on a board of additional creatures/manlands that are difficult to handle. Drawing multiple Overseer is both redundant and highly synergistic (pumping dudes +2/+2 a turn is very terrifying).
2) It is amusing that people ignore the Overseer in the deck and end up getting killed by an army of big 5/5s. Overseer is somewhat slow in the deck, but the speed is compensated by playing with incremental lockpieces e.g. Chalice, Phyrexian Revokers, Wasteland/Crucible, Lodestones. Typically, I try to activate Overseer two times before swinging with him. Overseer also does another impressive feat to grow Lodestones out of the fragile x/3 toughness bracket. For costing two-colorless but having the ability to grow entire armies, he is well worth the cost, but more importantly, he is the most synergistic component in the deck. In any other deck, Overseer is janky as hell and topdecking Overseer on an empty board is terrible, but in this deck, topdecking Overseer is still powerful when you consider that you have plenty of manlands that could use the pump.

4 Phyrexian Revoker
1) Multiple Revokers drawn are never dead draws. The ability to just nail down Sensei’s Divining Top, and Aether Vial makes this guy important for this deck in stifling game state development. Decks relying on Top/Vial immediately have to play without Top/Vial, which entirely changes how these decks are meant to be played, forcing opponents into an unnatural position. He also protects the deck against previously problematic Qasali Pridemages and Engineered Explosives. Revoker can be played both pre-emptively or post-threat, making him very flexible. Against Zoo/Bant, I’ll drop him naming Qasali Pridemage, insuring myself from Pridemage. I’ll drop him naming Top against Countertop and watch them become helpless being unable to play the deck they originally intended. If they drop a Knight/Lavamancer, I’ll name them on my next turn. He is a very central piece to the philosophy of incrementally disrupting opponents while building up more disruption (Wasteland/Chalice/Lodestone)
2) I created the deck before Revoker was spoiled, and told my friends that “If WotC prints a good 2cmc artifact creature that disrupts, he’ll make it into this deck”. How ironic for things to happen after a month. For two colorless, you get a turn one castable 2/1 body with a strong ability and being able to swing in with Jittes and Swords. Revoker usually serves to lock up any relevant pieces on the board that escaped from Chalice/Wasteland/Lodestone locks.

4 Etched Champion
1) If this creature had no Metalcraft drawback, I think he would be highly regarded as one of the more powerful 3-drop in the format. Etched Champion single-handedly beats Zoo (aside from burn to the face), and in many ways makes the game state stall out the way Vedalken Shackles does. Multiple Etched Champions get out of control, and drawing an equipment seals up games. He gets synergistically pumped by Master of Etherium and Steel Overseer, and is the main win-condition for the deck.
2) For 3-mana, he is one of the more powerful 3-drop in the format since Metalcraft is seldom an issue for him in this deck.

4 Master of Etherium
1) Usually 7/7 on turn 3, a single master is bad for your opponents and multiples make your army huge.
2) I see no reason not to play him since he is far above the mana-curve in terms of P/T. He is also crucial to putting Revokers and Lodestones out of their fragile toughness range when paired up with more Masters/Overseers. He is a card that screams attention due to the huge P/T and amount of pressure he’s going to apply on your opponent.

4 Lodestone Golem
1) This card puts a tax on every resource your opponent plays. Coupled with wastelands, things will become increasingly expensive for the opponents. He dies to Bolt/StP but you should either have a Chalice out or at worst it’s a four-mana investment to an opponent’s two-mana investment in a 1-1 trade (four-mana can be valued equivalently as two-mana considering your manabase). When he is not removed, he’s a disruptive force to be reckoned with.
2) Lodestone is the only slot that does not flow well with the manacurve. Occasionally he is unplayable on turns two to three due to a shortage of lands. However, he’s the only other disruptive creature on legs for the format that is playable. If he does stick in play, four colorless for a 5/3 beater that grows with Overseer/Master is well worth the cost with a tagging one-sided sphere effect on him.



EQUIPMENTS:
With 20 creatures powered out faster than most creatures, I feel that the 5 equipment ratio of 3 Umezawa’s Jitte and 2 Sword of Fire and Ice are required to support the mid-game beatdown strategies while lockpieces and disruption pieces are being built coherently by playing creatures. At worst scenario, your manlands are always available to swing with the equipment when needed. My selection of 3 /2 Jitte/SoFI initially started with a 3/2 Plating/Jitte breakdown. That selection was more aggressive and won games faster on Etched Champion/Blinkmoth Nexus but does not solve the issues the deck faced against faster aggro decks. I reasoned that another aspect to reducing inconsistencies of Stompy is to play cards that fulfill multiple functions (as observed in the selection of creatures and manabase), likewise, the equipments need to follow a similar logic. Jitte, the best equipment ever printed, will win games by itself. Jitte stabilizes against faster decks with life-gain, kills off tribal with -1/-1 counters and unfairly wins games with Champion/Nexus. Sword of Fire/Ice was included to primarily combat Goblins/Merfolks, my weaker matchups out of the Bant/Zoo/Goblins/Merfolks aggro-cluster. Both equipments are great against control, and pair synergistically with 7 manlands on top of the 20 creatures control has to deal with.

LOCKPIECES:
This gets to the section where most Stompy players would criticize the limited amounts of lockpieces I play.

4 Chalice of the Void
If there is a single lockpiece that cannot be cut from any Stompy list, it is Chalice of the Void. Chalice shuts down 60% of all important spells played in the format. By shutting down Bolts/StPs, you are also creating enough time for your deck to outgrow and race opposing decks.

3 Crucible of Worlds
Crucible as explained earlier, is the link to the synergy of the manabase and land-strategy. It increases the playability and value of manlands, and creates the dreaded Crucible-lock, a key feature of the deck’s lockpiece as I have selected this over Trinisphere. In many ways, this decision was based on my opinions on how cards like Trinisphere and Blood Moon have decreased in power level after recent printings/popularity of Noble Hierarchs/Qasali Pridemage and Aether Vial. Crucible does not necessarily solve this problem, but once it’s online, you are always maintaining an incremental check on your opponents. Most Legacy decks play at most two to three basics, so the Wastelock strategy is a highly effective one. As you are incrementally keeping their resource in check, drawing multiple creatures with incremental disruption adds to the overall strategy. Most games I end up sealing up with Wastelock and it is hard for me to convince myself to remove 3 Crucibles when it is not just a game-winning strategy, but also one that pairs up synergistically with the entire deck.


CARDS NOT PLAYED IN MAINDECK:
Trinisphere was in the initial iteration of the deck, but due to a number of reasons, were cut.

The deck is built on an incremental-advantage/lockpiece principal. Despite the fact that Trinisphere is synergistic and greatly supporting this incremental-advantage lockpiece strategy, it was still creating dead draws in multiple. Dropping down to 3 Trinisphere did not prove ideal either. Trinisphere has to be played as a 3-4-off or not played at all. The reasons being a turn one Trinisphere is a bomb while a turn two/three Trinisphere is no longer impressive and is not worth the inconsistency it creates (multiple dead draws or being useless past turn three).

Trinisphere is a horrible strategy against Vial and Bant with Hierarchs if you are on the draw. I sometimes feel that Trinisphere backfires on me when it sits dead in my hand against those matchups. Since my list is focused more on the 2cmc curve, Trinisphere is not ideal in my decklist for personal deck design constraints that I have implemented on my deck.

Finally, I feel that Trinisphere is only truly powerful against the matchups that it is good in. Against Zoo/Gobs/Merfolks/Bant, Trinisphere is not universally powerful and maybe or may not be powerful. Since I want to reduce inconsistencies, I feel that the ideal slots for Trinisphere would be in the SB, against Enchantress/control/Combo. I feel that my current maindeck without Trinisphere is decent enough against control/combo so I would prefer to strengthen my consistency when facing aggro matchups.


CONCLUSIONS:
This is a fresh take on Stompy, based on the history of piloting many Stompy decks to success and failures. Instead of taking the sentence “This is Stompy, you blow out or get blown”, I feel it is more valuable to find reasons as to why this phenomenon happens. We all know the reasons why Stompy is inconsistent. From a very naïve standpoint, it’s like playing a combo deck without card filtering where your combo is to first accelerate, drop a bomb lockpiece and then have enough mana to play a creature and win under the combat phase. Some may think this is a bad analogy, but the truth is, this has been the traditional strategy of Stompy: Drop a lockpiece (bomb), play dudes and win before they recover.

Nothing is wrong with the strategy, and it is a strong one. Bomb-approach Stompy can blow out opponents when caught unprepared, which explains the continued success of Dragon Stompy and the new Welder/Forgemaster lists. However, bomb-centric Stompy tends to fall into the category as other bomb-decks, if your bomb is answered, chances are you will lose since you have invested in a lot of resources to powering out a bomb. This entire article is not about dismissing the traditional strategy. This article is exploring another strategy for stompy, a strategy much akin to how Zoo/Merfolks/Goblins apply pressure to other decks. An opponent can never let his guard down, and has to always play in check to the game state, and since every creature you play has a disruptive ability tagged to him, this creates a position where suddenly the opponent can not deal with it and he starts falling down into an unrecoverable state.

I hope you guys enjoyed the article, because I definitely enjoyed writing my thoughts and opinions on this archetype, one that I had thrown away for years, but recently picked up from some interesting train of thoughts, and seemingly the ideas seem to be working and meeting the expectations I have in designing the deck.

GGoober
02-07-2011, 12:59 PM
MAINDECK
Lands: 24
4 Ancient Tomb
4 City of Traitors
1 Island
4 Seat of the Synod
4 Mishra’s Factory
3 Blinkmoth Nexus
4 Wasteland

Accelerants: 5
3 Mox Diamond
2 Mox Opal

Beaters: 20
4 Steel Overseer
4 Phyrexian Invoker
4 Master of Etherium
4 Etched Champion
4 Lodestone Golem

Equipmets: 5
3 Umezawa’s Jitte
2 Sword of Fire and Ice

Lockpieces: 7
4 Chalice of the Void
3 Crucible of Worlds
(4 Lodestone Golems count to this slot)

CURRENT SIDEBOARD
4 Thorn of Amethyst
2 Winter Orb
3 Tormod's Crypt
2 Silent Arbiter
4 Ratchet Bomb



THEORETICAL IDEAL-SIDEBOARD (No testing done yet)
4 Thorn of Amethyst
2 Winter Orb
3 Tormod's Crypt
3 Tangle Wire
3 Ratchet Bomb


MATCHUP ANALYSIS

For the sake of matchup analysis, I hope that the readers understand that sometimes a deck can draw the nuts, and sometimes you can draw the nuts, but I totally not interested in analyzing such cases. I will point out for each matchup, how you can beat the average, if not better-than-average hands. I am not interested in specific examples where you argue “Combo thoughtseizes your Chalice and you lose, therefore your deck sucks”. Sure, these are valid cases and important scenarios and it proves your point that my deck is limited in its answers to combo, but this argument is of no value in matchup analysis since it applies to any other deck that plays Chalice. At that point, you would need to be playing a different deck with Force to beat the specific scenario you raised.

I am open to criticism, but please keep in mind that this section is about analysis, not nit-picking case-scenarios to disprove strategies. I want to talk about strategies and matchups, not how individual scenarios can be played out.

REAL-LIFE TESTED matchups (Wins:Losses ratio)
Classic Zoo pre-board (7:3)
When first designing the deck, I figured I would lose horribly to Zoo due to its speed, superior creatures and burn. However, I was quite shocked (tested about more than 15 games total) that the pre-board Zoo matchup is very favorable.

It is true that Zoo can lead off with strong fast starts and pair it up with burn. Such a start beats bulk of Legacy (sometimes including Tendrils!), but at that point, there is not much you can do. Similarly, you can lead off with a Chalice that entirely sets the deck back. So disregarding the blow-outs on each other, I’d like to emphasize why the matchup is a favorable one, and how it isn’t favorable at times.

Zoo’s main strength is its ability to start pressuring on turn 1 with good creatures and burn. The thing to note that it is hard to avoid a couple of hits from their 1-drop without losing a creature. Many times against Zoo, I’ll be at a low life from turns 2-4. When my life does drop below 10 on turns 2-4, I’m in bad shape and they will proceed to win. However, there are multiple maindeck plans that slow their development:

1) If you land a Chalice, they’re quite locked out and this is more unfair than the unfair things that Zoo can do to you
2) Phyrexian Revoker names 3 important cards based on how they resolve them: Lavamancer, Qasali Pridemage, Knight. If they burn your Revoker/Path/Pridemage, then it’s a 1-1 and all things are fair.
3) Wasteland wasteland wasteland. If they opt to fetch basics, the deck is working because Zoo functioning off basics restricts the fast plays they can play out.
4) Etched Champion, if this guy resolves, they cannot win outside of burn or by having a better board position.
5) Master of Etherium, this trumps both Goyf and Knight in terms of size. Knight will outgrow him but usually not fast enough. If you have Revoker naming Knight/Pridemage, he will be almost unkillable preboard.
6) Lodestone is usually not ideal against Zoo, but irregardless if online on turn 2, Zoo will be slowed quite a ton even if they removed him (they need 2 mana to remove him before they can play their next spell).

The reason why the preboard matchup is favorable is because your maindeck disruption is all relevant against Zoo. Revokers, Chalice, Crucible, Lodestone, and drawing Chalice or Champion just locks them out of the game. It’s possible that Zoo can outdraw you and just beat you down, but in many respects, Overseer Stompy can keep up with Zoo’s creatures after a few turns whereas traditional Stompy cannot keep up with Zoo if they do not draw or resolve Trinisphere/Chalice/Blood Moon.


Classic Zoo post-board (5:3)
The post-board game is still favorable from testing 8 games. Although, I think myself boarding Ratchet Bomb is an entire mistake so the matchup maybe more favorable than that. I used to board Ratchet Bomb to deal better with turn 1 Nacatl but Ratchet Bombs run into the following dilemma:

1) If you drop it first, they’ll play around it so at best you get a 1-1.
2) If you drop it after they’ve dumped a bunch of 1-drops, 2-drops, it’s usually too slow by then, instead I rather have a creature that can chump or match their board development
3) As long as Zoo is siding out aggressive cards for cards like Grip, it’s my opinion that the deck will still do decent post-board. Grip is a bad answer against Overseer Stompy since it’s a 3 mana investment that may cost Zoo games when wasteland/Lodestones become online. The most important thing why you should not fear grips is because it’s at best a 1-1 generating slight tempo, but spending 3-mana spells against Stompy is usually not tempo unless it x-1s. If Zoo started playing Kataki’s and Ancient Grudges, then this would be horrible for me, but as long as they are diluting their post-board threats with non-Kataki hate, the matchup will be favorable.

Consider how this constrasts with traditional stompy. Traditional stompy are more hurt by a Grip on 3Sphere/Chalice than this deck because they have to draw more lockpieces and beaters (all on separate cards) to make sure the prison-effects add up. In this deck, gripping Chalice is the best value, but when they are trying to answer Chalice, you are building up Crucibles, Revokers, Lodestones, Overseers while they are trying to play around disruption.

The key reason why Zoo is favorable is simply due to this:
They have to play around your hate while you are building up. Although it can be said that you are building up to defend against Zoo, but even by defending, you are starting to accumulate prison-effects that affect the order of cards they have to play out.

Note: Big Zoo is a less favorable matchup. I’ve only done 4 games (3:1) but the principles are there. They have bigger dudes and planeswalker, although sometimes since they’re slower, that maybe more beneficial for you.

Mefolks (5:5) pre-board
Merfolks is an interesting matchup. It’s my strong belief that Stompy cannot beat Aether Vial if it resolves. My deck has 8 outs against Vial (4 Chalice if I’m on the play, 4 Revoker). Merfolk cannot Island-walk this deck which is a blessing. They tend to grow their dudes fast but from my testing, there’s 3 situations on the matchup:

1) They draw both Force + Vial + Dudes. You lose. You can have Revoker/Chalice etc, but if Vial comes in with Force backup on any of your spell, you get quite a lot of tempo loss. If they have this scenario with little dudes, you can catch up with SoFI and Jitte, but chances are it’s tough
2) If they have Vial/Force but not both, it’s 50/50 if they draw a ton of creatures. To be fair, if you draw any equipment, it’s in your favor again, but for general arguments, it’s 50/50. If they don’t draw a ton of creatures, you’re good
3) If they have a ton of dudes, it’s 50/50 if they really curve out, but otherwise you can hold them off since it’s still slower than Zoo/Goyfs.

To solve this matchup, I started to maindeck 2 SoFI, and 3 Jitte. This will give me a much stronger game 1 against this matchup. If I can stop Vial, I’m good and should be ahead or on par with their board development. The plus is Standstill is almost quite often a dead card in their deck unless they have Standstill + Vial.


Goblins (7:3) pre-board[/B
]This is the main bane for my deck and I think it’s the bane of any Stompy deck. Let’s start positively on how I beat this deck:

1) If I lead with Chalice @1, I’m good and should win this easily (3 Jittes, 2 SoFI, 20 dudes)
2) Nothing else.

How I do not autolose:
1) If they lead with Vial instead of Lackey turn 1, I have Revoker and more importantly, I have 2 turns to buildup before they curve out
2) If they lead with Lackey and I have a blocker that isn’t removed with Wierding/Stingscourger.
3) Getting Jitte/SoFI active ASAP then I roflstomp them

As you can see, Goblins has a high chance on landing either Vial/Lackey in play. The main reason why Goblins is much worse against Merfolks is because Goblins tend to swarm much faster with Lackey/Chieftain/Ringleaders. The whole issue against my aggro-matchup is to maintain incremental checks on the board development, but against gobs, this math fails. They have a lot of tempo and fast development, not to mention running both Wastelands and Port.

To be fair, out of the 10 games tested against goblins, My opponents did always lead off with Lackey 8 games, and 6 of those 8 games had a spell to bounce my dude, i.e. 6/10 games Lackey always connected. I won 2 out of that 6 games with active Jitte, which made me very reluctant to cut that equipment. I recently added 2 SoFI and have not done testing against the matchup, so it should be slightly more favorable now.

[B]Bant (2:1) pre/post-board
I’ve only had one matchup against Bant so far. In my opinion, Bant should be easier than Zoo since it’s much slower. They do run Force, but that’s a 2-1 for your redundant spell. Although having Force/counter sometimes is better than having burn since permission+Goyf can just get in there sometimes. The game that I lost involved a turn 1 Hierarch -> Goyf, with Force backup on my Master, plow’d another dude and the Goyf gets in.

The main selling point on why the Bant matchup should be favored is simply because games drag out longer against Bant than with zoo. And when games drag out, you have more time to develop your board:
1) Growing manlands, dudes with overseers
2) Dropping Champion/Master and finding equipments
3) Setting up Crucible/Lock
4) Accumulating multiple lockpieces e.g. Lodestones and Revokers to make it hard for them to play their game.
5) Revoker usually pre-emptively names Pridemage, although if you have a good strong/aggressive hand, I would name Knight of the Reliquary given that activating Pridemage will be a 1-1 trade.
6) The games boil down to you outpressuring them with Overseer/Master or just getting in there with Champion + Equipment or a grown Champion from Master/Overseer.


Combo TES (2:0) pre-board
Haven’t done much testing against combo since my friend says there’s no point playing combo against this list due to the maindeck hate. The 2 games I won were due to Chalice and Wasteland pairing up with Lodestones. Combo sometimes just loses to Wastelands.

Combo can still go off turn 1 or 2 after a Duress/Thoughtseize, but there is nothing I can do in that scenario if my opponent drew a hand of Ad Nauseam + Rituals + Thoughtseize and going off on turn 2. It’s like saying if I went first with a hand of Lodestone + Wasteland + Thorn + Crucible. I would rather much look at how this deck beats/loses to combo on an average-basis.

Pre-board I do not autolose to combo, although the maindeck disruption is weaker compared to traditional Stompy packing maindeck Trinisphere and Blood Moon. Pre-board, I have to rely on 4 Revoker, 4 Lodestone, 4 Chalice, 4 Wasteland to slow down combo. 16 cards still isn’t too bad considering it’s a maindeck mainly tweaked to fight Merfolks/Gobs/Bant/Countertop/Control.

Regardless, postboard they will have to deal with 4 more Thorn of Amethyst. I do not like Trinisphere against combo based on playtesting. I have to go first with an opening 3Sphere to have any value at all. This requires drawing 4 cards (3Sphere, Sol land and a functional Mox Diamond/Chrome Mox). Thorn is always going to be castable on turn 1, and since I’m playing wastelands where traditional Stompy does not, this supplements that strategy. Against combo, I will have the following hate-cards:

4 Phyrexian Revoker (LED)
4 Thorn of Amethyst
4 Chalice of the Void
4 Wasteland
4 Lodestone Golem

16 of the 20 cards are playable on turn 1 costing at most 2cmc. Since 20 of my 60 cards played are relevant against combo (contrast this to 12 cards in traditional stompy list: 4 Trinisphere, 4 chalice, 4 Blood Moon and Trinisphere Blood Moon are not useful in multiples but my effects add up), there is a high chance that I follow up with a second hate-piece on turn 2/3.

All in all, combo is quite favorable despite my limited testing. If they do fight past that hate or go off before I can even play relevant hate-cards, it only proves that Force of Will is sometimes better than Stompy at stopping combo, although the general consensus is any Stompy deck usually has a favorable game against combo.

Enchantress pre-board (1:3)
This is just a bad matchup. I have zero outs to Moat, zero outs to Solitary Confinement and zero outs to everything. Their fundamental turn on slowing aggro deck starts on turn 2/3, and I cannot win on turns 2/3, so it gets hard.

Enchantress post-board (3:3)
I still don’t think it’s a good matchup postboard, but 4 Ratchet Bombs, 4 Thorn of Amethyst and the godly 2 Winter Orb (Winter Orb is amazing against this deck), puts it on par. Ratchet Bomb gives me outs on Confinement/Moat/Elephant Grass, and the plan is to draw multiple Thorns/Golems/Chalices/Winter Orb to slow them down. If they do lock you out, as long as you are making them hard to cast spell (winter Orb is key here), you will eventually blow everything away with a Ratchet Bomb. The games I’ve tested I did not lead off with any Thorns, so if I did, I think the matchup maybe a little more towards (4:3) than (3:3).

Dreadstill (1:2)
This was a matchup that I lost. First lost was me trying to fool around having fun blocking 12/12 Dreadnoughts. Second lost was due to Spell Pierce on turn 1 Chalice followed by a Stiflenought that I had no outs to (didn’t draw ratchet bomb), once again, not like any Stompy deck could have dealt with that situation :P

But the hate for Dreadstill is tremendous post-board:
4 Chalice
4 Thorn
2 Winter Orb (affects Countertop/factories/Top)
4 Lodestone
4 Wasteland
4 Ratchet Bomb

CABJace, Jace control (6:3)
Very favorable matchup. Overseer becomes insanely threatening for a control player since he permanently grows your dudes. And as always control players hate Crucible. Revokers are great here, nailing Top/EE/Jace and disrupting their normal plays. There’s a lot of pressure with disrupting control. Revoker and Overseer are really MVP here. Wastelands, Golems, Chalice and Crucible are all big problems for control. You also get an untouchable Etched Champion and big Masters, with 5 equipment to make everything a huge threat.

Postboard it’s quite unfair: 4 Thorn, 2 Winter Orb boarding out Equipments


Dredge (2:1)
I never really focused on this matchup, but I know I need at least 3 GY-hate irregardless of metagames. Against Dredge, I did not see any of my Crypt but my games were won off:
1) Game 1: Chalice@1 stopping discard slowing them down to turn 3. Active Jitte kills bridges by pinging my own dudes and stopping Ichorid/Narcomoeba from hitting play
2) Game 2: I lose keeping a slow hand without Sol Land/Moxens.
3) Game 3: I lead with turn 1 Thorn, turn 2 Golem, Wastelands, turn 3 Golems. He could never dread return for 4 mana. He eventually starts to get enough Zombies under bridge (me failing to find Jitte/SoFI/Crypt) and finally top-decked a Silent Arbiter to not lose. If I had drawn Crypt/Jitte, the matchup should be quite good. I think overall this matchup is 50/50 or 60/40 in their favor but I don't get to test this matchup much.

Countertop
(no testing done, but I assume it’s favorable, if not quite favorable post-board)

Solar Ice
02-07-2011, 02:32 PM
Very good analysis. Don't have anything to add off the top of my head, though I noticed a typo in your decklist. Phyrexian Invoker instead of Revoker.

Tammit67
02-07-2011, 02:49 PM
Nice article! Looking forward to the reserved section

kiblast
02-07-2011, 03:15 PM
Very nice article, and I like you tossed in a 4x of Phyrexian Revoker as this little guy is straight NUTS in the current legacy metagame. I think that this shell is one of the best to play it as completes the lock/disruption effects of the rest of the deck.Only one thing: is the new Nexus really better than the older one in this deck?

GGoober
02-07-2011, 03:26 PM
Thanks for the initial feedback.

@Kiblast: Revoker is a valuable card in the deck's strategy although I wouldn't say he's the nut-high in the format. He's very flexible in the maindeck although there is no space to fit him other decklists. Even up to today, he is still borderline on what the deck needs, but so far he's been performing. There's a million targets in Legacy that he hits, but I figured that as long as there's a card that hits Top and vial on a body, that's good enough, everything is icing on the cake, Revoker is such a card :)

The drawbacks of Revoker is his 2/1 body which doesn't do much in the format. However, if you view him as an inverse-Bob i.e a card that can beat when he needs to but otherwise sits in play acting like a pain until removed, he's that card. He's nowhere as stupid good as bob, but he does the effect this deck needs. He also gets pumped by master/Overseer so he'll eventually start beating.

If you want a TL DR; of this article, it's basically trying to play out Stompy the way Bant/Gobs/Merfolks does, i.e. keep up the pressure, play spells naturally. This contrasts how traditional stompy is played: dedicate a huge ton of resources to power out bombs/threats, and sometimes win, sometimes lose to disruption, other times lose to bad topdecks.

Of course, the list I proposed isn't going to be as synergistic as gobs/merfolks/bant/zoo, but within a stompy approach, it's one that I can think of that carries the least dead weight yet give opponents the pressure that 'every card is annoying and I have to deal with it'. If they don't deal with one card, then multiple other effect comes in and really offset their playstyle. On a very shallow level, opponents typically HAVE to deal with Crucible, Master, champion, Chalice in the deck, and to some extent Lodestone, Revokers, and Overseer. My goal when building the deck is to try to find combinations of cards that everything seems like it has to be dealt with (many incremental-opposing decks do this as well e.g. Bant dropping creatures over and over again). Once they fail to keep up with my board (which I am retarding incrementally with disruption), then the game starts spiraling. similarly, I am guarding myself against such strategies too e.g. Zoo is an interesting matchup where I have to 'deal with all their spells/threats', but once I hit a chalice/champion, I've negated a lot of their strategy and while they are trying to find ways to get past Chalice/Champion, I'm building up both an army and disruption.

Testing Inkmoth Nexus over Blinkmoth I have not extensively done. I did that in only 6 games but didn't like it. I didn't like to separate my attacks into 2 forms, although I highly recommend Plm's (someone on the Source) approach to my list. He mentioned playing Ravager + Cranial Plating with the Overseers, Crucibles and 12 manlands. Now that's a scary Inkmoth with Chalice and Revoker protection. I have not tested that approach but it seems overall synergistic. I have been playing Ravager over the Revoker slot until Revoker was spoiled. I went a more disruptive approach since then, because I feel that even with Ravager + Cranial Plating, you are playing a misaligned role of affinity in a bad affinity shell. But Plm's take on Inkmoth with Ravager + Plating + Crucible + Overseer is probably another way to pilot this list in a more aggressive playstyle.

Zlatzman
02-07-2011, 03:51 PM
As a rather long article I feel this should have an abstract or introduction. The importaint point is telling the reader what is coming in one or two sentences, is this a deck? Is this about quitting WoW?

bruizar
02-07-2011, 03:53 PM
This deck can't remove anything.

It is really not a good thing to classify Crucible as a lock piece. Legacy has fetch lands and basics will make Crucible useless. Unless you have a way to punish basics, it is not a lock piece. The only time, in your list, when crucible is truly at it´s prime, is when you have lodestone golems on the board. Crucible is simply a way to gain some board position, gain extra value from Mox Diamond, and DEFEND AGAINST opposing Wastelands, (recycling manlands). A strip lock against you is far more damaging than a strip lock on an opponent that uses a fetch/dual base.

I wouldn´t even call Lodestone Golem a lock piece. Its a resistor. Stax builds have lock pieces, resistor decks were created in vintage prior to the printing of Lodestone Golems. It was referred to as 9balls, for 4 thorn of amethyst, 4 sphere of resistence and 1 trinisphere. These decks did not play Smokestack, but they did play Tangle Wire, which is much better at capitalizing from both Crucible of Worlds and is synergistic with the resistor suite.

Your classification is incorrect. Also, Activating Blinkmoth Nexus to get in for 1 damage for 2 mana seems like a really REALLY bad decision when you have to cast expensive things such as Lodestone Golems, Etched Champions and expensive equipment cards. I understand your thought process (Pumping with seer first while getting beat down by nacatl´s goyfs and kniights), but the reality is that once you take that kind of punishment, you are in burn reach. Also, Coralhelm Commander can grow faster than your Blinkmoth Nexii can.

This deck is good against creature decks. Anything else it will die again. Storm will rip you a new one, so will Belcher (revoke char belcher only to get overrun by goblins), but also decks like Dream Halls, or any other deck containing Show and Tell, Eureka, Mosswort Bridge or Sneak Attack. How do you intend to win from decks like that? I think that your deck will also die against burn, because it can ignore your entire strategy and just, kill you instead.

Remember, when you play with artifacts, you better have an extremely good deck because it´s the easiest thing to hate out in magic. Master of Etherium can be removed by creature removal, artfact removal AND Red Elemental Blast. That´s a lot of vulnerability. I would throw thow overseers in the trash and squeeze tezzeret in the deck, because he pumps a manland much quicker than overseer, and it can actually you know.. win the game for you?

EDIT

Please correct me if I´m wrong. If you have tested this build I´d like to know a matchup analysis.

DukeDemonKn1ght
02-07-2011, 04:47 PM
Not to clog things up with too much +1-ing, but nice list.

Probably not quite optimal yet, but I think it's a good take on the Stompy strategy. And although you kind of reiterate the same points a bit in your writing style, I found it to be an insightful writeup.

GGoober
02-07-2011, 05:16 PM
1) Crucible:
You mentioned it correctly. Crucible is to serve both as a wastelock on the offensive or rechumping with manlands on the defensive (this happens less frequently since I am usually not playing this deck defensively).

You are also correct in saying that Crucible is bad against decks with basic. Crucibles are obviously boarded out against Merfolks and Goblins where wastelock has no value against these decks. Against decks with 1-3 basics (where I address that most Legacy decks run at most 3 basics unless they're mono-colored), then Crucible locking them out with Wasteland or creating inevitability with manlands is a lock in some manner, at least I view wastelock as a lock strategy (especially paired up with Thorn/Lodestones).

You mention that "Crucible is simply a way to gain some board position, gain extra value from Mox Diamond, and DEFEND AGAINST opposing Wastelands", and this IMO already shows how important Crucible is, not just giving my other cards more playable value, but also opposing opponent's wasteland strategies. On the other hand, you are viewing my deck as utilizing Crucible mostly on the defensive against opposing wastes. But I guess sometimes I need to explain more. Running 24 lands means that I am already resilient to Wastelands, if they waste me, it'll be a tempo trade, but knowing that I play Crucible and 24 lands, their wasteland is going to have less effect than my waste against them, in fact, I am using Crucible against these decks to primarily be on the aggression on their manabase while having Opals/Mox Diamond and a boost from Ancient Tombs /24-lands to recover from Wastelands. When an opponent wastes my land, I usually know that they are set back instead of myself due to my other accelerants and my better ability to recover from wastelands than those decks.

2) Lodestone Golem


I wouldn´t even call Lodestone Golem a lock piece. Its a resistor. Stax builds have lock pieces, resistor decks were created in vintage prior to the printing of Lodestone Golems. It was referred to as 9balls, for 4 thorn of amethyst, 4 sphere of resistence and 1 trinisphere. These decks did not play Smokestack, but they did play Tangle Wire, which is much better at capitalizing from both Crucible of Worlds and is synergistic with the resistor suite.

I'm sorry I don't know the terminologies or functions of Lodestone in Vintage. If you call it a resistor then it's a resistor. I believe I've addressed that for relevance to my article, I have defined lockpieces as

Lockpieces: a card that generates a prison-effect, meaning, it stops an opponent from interacting in a specific manner e.g. Chalice of the Void, Trinisphere, Crucible of Worlds. Lockpieces often hinder an opponent’s gameplay and prevent him from executing his deck strategies the way he wants to perform them.

If this is a bad defintion, I apologize but for purposes of this 'mini-article', I can only address this much. I've tested 9-ball in Legacy, with Winter Orb as well, and the strategy sadly just doesnot work for Legacy. You end up losing to your own sphere effects most of the time when opponents play out wastelands, Noble Hierarchs, Vials. 9-ball actually lost to more than just the unholy trio of Vial/Hierarch/Wasteland. It lost to a resolved Tarmogoyf because the deck ran 9 pieces of hate-cards but not enough creature/defense/offense. This is what I am exactly trying to avoid: run 9 hate-cards that focus on 1-purpose and needing another 10 beaters to win under these cards. It requires me to draw these cards in the correct order to fully utilize the tempo gain. God forbid my opponents resolving a Goyf/Vial under sphere effects and myself not drawing any answers to those. If I'm wrong on 9-ball working in Legacy, please correct me, because that is one of my favorite deckshell that I had tried to make work in Legacy.

3) Creature v.s. Aggro

This deck is good against creature decks. Anything else it will die again. Storm will rip you a new one, so will Belcher (revoke char belcher only to get overrun by goblins), but also decks like Dream Halls, or any other deck containing Show and Tell, Eureka, Mosswort Bridge or Sneak Attack. How do you intend to win from decks like that? I think that your deck will also die against burn, because it can ignore your entire strategy and just, kill you instead.

This is where I feel a little confused as to how this deck is bad against combo. And I think the reason is because I forgot to post my SB in the primer/article, which I was going to fill in on the 2nd post on matchups etc.

SB: 15
4 Thorn of Amethyst
2 Winter Orb
2 Silent Arbiter
4 Ratchet Bomb
3 Tormod's Crypt

Against any tendrils/storm combo, I would like to see opponents fight past:
- 4 Chalice
- 4 Wasteland
- 4 Thorn
- 4 Lodestone
- 4 Revoker (on LED, better than a non-hate-bear at least)

and a much consistent (i.e. I am likely to draw 1 out of 20 creatures) clock than regular stompy

If Belcher is a problem, 4 Rachet and 2 Silent Arbiter comes in as well, but Belcher is a bad deck that I won't even go about worrying about that matchup. I mean, can Belcher even beat turn 1 Thorn or turn 1 Ratchet Bomb with Revokers naming Belcher? I will have over 20 cards playable on turn 1 that stops Belcher. If there's a combo deck I should be worried, it's not a bad deck like Belcher, but rather good storm decks like TES/ANT/Doomsday piloted by competent players.

I have addressed the weakest matchup in my deck, and that is Show and Tell Emrakul in another post. A few suggestions have been to run Tangle Wires or Ensnaring Bridges which serve well in other aggro matchups as well.

My aggro matchups are in fact the problematic ones. I will be updating the 2nd post soon with REAL-LIFE tested matchups. But a summary so far is: Gobs (60-40 unfavorable), Merfolks (50-50), Zoo (65-35 favorable), Bant (60-40 favorable), Control (60-40) favorable, Combo (40-60 unfavorable pre-board, 70-30 favorable post-board), Show and Tell (no tests, probably unfavorable).

I haven't tested the burn matchup, but I'll assume it'll be bad pre-board, and favorable post-board with Thorns and Jitte offsetting some life loss. Even maindeck, if I lead with Chalice/Jitte, they will be stuck hard. I don't even consider burn much in the deck design, simply because I don't believe I will face plenty of burn decks in a big serious tournament.

4) A good artifact deck
I agree with you here, to play an artifact deck, you better have a good one or you get hated out. If Kataki/Energy Flux gets popular due to meta being Affinity dominant, then why would I play this deck or Affinity in the first place? It's like bringing Dredge to a meta of GY-hate expecting Dredge to be popular. I feel your argument isn't valuable in regards to the points I'm bringing up because it can be said for whatever decks. But I don't disagree, and I'll definitely won't be playing Affinity or this list if I expected Kataki's and Energy Fluxes, just not worth it.

And in my defense for Master of Etherium, they can bring in REB, I would like them to when my 75 has 4 blue spells. Even if they bring in artifact hate like Grip/Claims, as long as it's not ancient Grudge, Trygon, Energy Flux, Kataki, I really don't care. They can 1-1 me while diluting their mainplan. That is what I exactly want, for them to dilute their gameplan while I'm still playing the same position as dropping dudes, putting disruption and offsetting their gameplan. If they claim/grip/blast Master, it's a 1-1, but if they play Trygon/Grudges/Katakis, then I'd better be worried.

The matchup analysis will be updated sometime today and in the future. I will put both TESTED and UNTESTED matchup analysis up. The deck is not any 'best or good' deck. The article was mainly written to express a different approach to Stompy, perhaps it's a bad one, because winning with ROFLbombs is just that good, but sometimes it's not when you get disrupted or countered.

@Tezzeret 2.0:
Help me work out a list that is dominantly MUD-based that can support UB for Tezz 2.0 and I'll gladly play Tezz 2 over this list. My suspicion is that it will be an entirely different deck, because when you try to build a deck with Tezz, you'll start noticing all my cards suck because it wasn't designed to play with Tezz or go that approach.

Koby
02-07-2011, 05:39 PM
Metalworker; Nice primer! I'll have to continue reading it at home since I will want to proxy this up and see how well it works for me in my testing. Looking forward to trying your take on this archetype!


I would throw thow overseers in the trash and squeeze tezzeret in the deck, because he pumps a manland much quicker than overseer, and it can actually you know.. win the game for you?


While I agree with you, this is not the thread to discuss Tezzeret builds for aggro-artifact decks.

DrewliusMaximus
02-07-2011, 08:20 PM
Damn Chris, your primer/article-writing is out of control!

I can vouch for some of the testing against the deck. Metalwalker put some work into this one, and I've been pretty impressed.

PS - Please don't suggest taking the Overseer out of Overseer Stompy without testing first. That dude can get nuts pretty fast from what I've seen.

Zach Tartell
02-08-2011, 01:19 AM
Eh. Good article. Also, in the first list, please change "Phyrexian Invoker" to "Phyrexian Revoker."

'Cause I looked on the internet for like literally fifteen minutes before I scrolled down farther and looked at your itemized list and saw that there was a different, real name for it.

bruizar
02-08-2011, 05:09 AM
Against any tendrils/storm combo, I would like to see opponents fight past:
- 4 Chalice
- 4 Wasteland
- 4 Thorn
- 4 Lodestone
- 4 Revoker (on LED, better than a non-hate-bear at least)

and a much consistent (i.e. I am likely to draw 1 out of 20 creatures) clock than regular stompy

The key thing to do in this matchup is balance disruption with life loss to put pressure on their life totals. Not to kill them, but to make sure ad nauseam can't go nuts.



If Belcher is a problem, 4 Rachet and 2 Silent Arbiter comes in as well, but Belcher is a bad deck that I won't even go about worrying about that matchup. I mean, can Belcher even beat turn 1 Thorn or turn 1 Ratchet Bomb with Revokers naming Belcher? I will have over 20 cards playable on turn 1 that stops Belcher. If there's a combo deck I should be worried, it's not a bad deck like Belcher, but rather good storm decks like TES/ANT/Doomsday piloted by competent players.
Fair enough



I have addressed the weakest matchup in my deck, and that is Show and Tell Emrakul in another post. A few suggestions have been to run Tangle Wires or Ensnaring Bridges which serve well in other aggro matchups as well.

Ensnaring Bridge is the best artifact you can play in legacy, but it sort of kills your entire aggro plan. Ensnaring Bridge with tezzeret is awesome.



My aggro matchups are in fact the problematic ones. I will be updating the 2nd post soon with REAL-LIFE tested matchups. But a summary so far is: Gobs (60-40 unfavorable), Merfolks (50-50), Zoo (65-35 favorable), Bant (60-40 favorable), Control (60-40) favorable, Combo (40-60 unfavorable pre-board, 70-30 favorable post-board), Show and Tell (no tests, probably unfavorable).


I'm interested in your matchup against Goblins and Zoo. What do goblins do that make it unfavorable, and how do you survive the combination of big beaters and burn from Zoo? I haven't tested much against Goblins yet, but have against Zoo. What happens with Zoo is that they will get you in burn reach quickly and then simply ignore the attackstep by fireblasting you dead. I think your preboard combo figure is way off. It's more like 20-80 pre board. I have played over 100 matches with artifact decks against storm and it seriously is nearly impossible to win. Sure you have golems and revoker, but that doesn't even matter. Most of the time, you're not going to have golems and revokers in play at the same time before they go off. You would need a hand with 2 city of traitors/ancient tomb, a revoker and a lodestone golem AND be lucky enough that a thoughtseize doesn't pick off your golem.



I haven't tested the burn matchup, but I'll assume it'll be bad pre-board, and favorable post-board with Thorns and Jitte offsetting some life loss. Even maindeck, if I lead with Chalice/Jitte, they will be stuck hard. I don't even consider burn much in the deck design, simply because I don't believe I will face plenty of burn decks in a big serious tournament.

As janky as burn may sound, it's actually pretty strong. Thorns don't really effect burn too much, unless you can tie them down completely. Golems will die to bolt if they become too much of a problem and 1 or 2 thorns aren't going to save your ass. Chalice on 1 and 2 will obsolete burn's entire deck.




4) A good artifact deck
I agree with you here, to play an artifact deck, you better have a good one or you get hated out. If Kataki/Energy Flux gets popular due to meta being Affinity dominant, then why would I play this deck or Affinity in the first place? It's like bringing Dredge to a meta of GY-hate expecting Dredge to be popular. I feel your argument isn't valuable in regards to the points I'm bringing up because it can be said for whatever decks. But I don't disagree, and I'll definitely won't be playing Affinity or this list if I expected Kataki's and Energy Fluxes, just not worth it.

I have been developing an artifact build that capitalizes on the fact that legacy players are the worst sideboarders ever. Vintage is characterized by sideboard hate against 2 runaway decks. Those are Dredge (Atleast 7 cards) and Workshop Aggro (Almost the rest). Legacy has a much more diverse field and consistently fails to board against both dredge and artifacts. This is the sole reason why I started developing my own artifact deck.




And in my defense for Master of Etherium, they can bring in REB, I would like them to when my 75 has 4 blue spells. Even if they bring in artifact hate like Grip/Claims, as long as it's not ancient Grudge, Trygon, Energy Flux, Kataki, I really don't care. They can 1-1 me while diluting their mainplan. That is what I exactly want, for them to dilute their gameplan while I'm still playing the same position as dropping dudes, putting disruption and offsetting their gameplan. If they claim/grip/blast Master, it's a 1-1, but if they play Trygon/Grudges/Katakis, then I'd better be worried.

I agree. My artifact build wins matches even after getting Maelstrom Pulsed 3 times in the same game. Because you run only permanents, you should always win the top deck mode.




@Tezzeret 2.0:
Help me work out a list that is dominantly MUD-based that can support UB for Tezz 2.0 and I'll gladly play Tezz 2 over this list. My suspicion is that it will be an entirely different deck, because when you try to build a deck with Tezz, you'll start noticing all my cards suck because it wasn't designed to play with Tezz or go that approach.


I tried putting Tezzeret in my own artifact brainchild, for which a thread will be opened once I take my first top 8 with it, but couldn't get the mana to cast it. I know it's absolutely bonkers in Affinity and it's also very easy to make a legacy Tezzerator list.

That said, I think your deck can get away by running colored sources instead of man lands, and replacing the overseers for Tezzerets. I'm not sure though, because I haven't tested it.

kiblast
02-08-2011, 08:35 AM
Thanks for the initial feedback.

@Kiblast: Revoker is a valuable card in the deck's strategy although I wouldn't say he's the nut-high in the format. He's very flexible in the maindeck although there is no space to fit him other decklists. Even up to today, he is still borderline on what the deck needs, but so far he's been performing. There's a million targets in Legacy that he hits, but I figured that as long as there's a card that hits Top and vial on a body, that's good enough, everything is icing on the cake, Revoker is such a card :)

The drawbacks of Revoker is his 2/1 body which doesn't do much in the format. However, if you view him as an inverse-Bob i.e a card that can beat when he needs to but otherwise sits in play acting like a pain until removed, he's that card. He's nowhere as stupid good as bob, but he does the effect this deck needs. He also gets pumped by master/Overseer so he'll eventually start beating.



I like the equation Revoker=Confidant. The fact that you see Revoker as ''nowhere stupid good as Bob'' is probably due to the immense card advantage and deck digging that Bob gives. But, playing revoker naming ''Vial'' against Merfolk (for example) is another form of card advantage. A form wich doesn't clearly show up in a match until your Merfolk opponent has 2 Vials in hand and his gameplan distorted. Bob is huge, I mean he is one of my favourite creature (with Revoker, ironically^^) but doesn't affect the board in any way, while Revoker has the possibility to generate tempo advantage, card advantage (although in a lesser form than Bob) while heavily affecting the board of your opponent.

As for Ravager + Plating, I don't like the affinity approach, I like your approach better, as you say ''you are playing a misaligned role of affinity in a bad affinity shell''. This is true. Don't dilute the disruption potential of this deck with aggroish velleities. In nowadays legacy, disruption and any form of controlling opponent's strategy are invaluable. If you prefer straight aggro go for affinity... here Etherium /Lodestone / Overseer is all the aggro you need.

GGoober
02-08-2011, 10:59 AM
@Drew: thanks and I'll continue to test this deck until eHong starts packing more than 3 Fluxes and 3 Katakis in the SB :P

@Bruizar:
@Combo:
I am willing to take my weaker game 1 matchup against combo (to which I only have 4 Revoker on LED, 4 Golem, 4 Wasteland, 4 Chalice). I don't know about you, but I think LED is one of the more powerful spells in the format, alongside Wasteland and Force. Most of the time, either combination of Chalice/Revoker/Wasteland will push them from a turn 2 goldfish to a turn 3, which is when I either usually establish a second lockpiece (Revoker/Wasteland/Crucible) or when Lodestone comes in consistently on turn 3. Postboard I'm really not worried about my Tendrils matchup. They can fetch their hate with Burning Wish or at worst case Hurkyl's Recall me (then I lose). Since Recall isn't played as universally in Legacy than in Vintage (perhaps your playgroup is more Vintage-centric so recall is betteR). If they fetch Shattering Spree, it's tough for me. But I'll go so much as to say that I can't do anything about that, and neither will any artifact-based non FoW deck deal with Burning Wish -> shattering Spree. The goal is to make it hard for them to cast Shattering Spree, and when they do, they would have to have invested in cards/mana to do so while this deck has a better consistent on applying pressure (20 creatures) than other stompyvariants that are forced to draw both lockpieces and beaters on separate cards.

You mention storm taking a Golem in Thoughtseize. The same can be said for any Stompy deck. And the truth is, if this situation happens, you can't do anything since you don't play FoW, but bomb-approach stompy will suffer much more since they are running their disruption and beaters on separate cards. Overall, my chances of redrawing into a 'resistor/lockpiece' is going to be much higher. But I don't see any outs if they go Thoughtseize my lockpiece then win. I'll have to play FoW at that point, and sometimes even FoW loses to that combo scenario.

@Ensnaring Bridge: (best artifact in Legacy is LED not Ensnaring Bridge :P)
I haven't tested this but I am having thoughts of this card in my SB. In all honesty it will only help my Progenitus/Emrakul SB plan until they remove it, and it doesn't do that much against Gobs and Merfolks since most of the time their dudes are small. I know that Ensnaring Bridge doesn't kill my own deck because I just have to always maintain 1-card in hand (2 on my turn and slowly go in with Blinkmoth/Champion), but yeah you're right that Bridge is probably not the best for this shell and definitely has more potential in controllish Tezzerator that do not seek to win with the combat phase. I think the best answer for Gobs/Merfolks/Emrakul is actually Tangle Wire, which I have recently done some testing that it's quite synergistic with the deck as well (upkeep tap activate manlands and pump them with Overseers, buy some turns with Tangle and beat in with a huge force while playing new spells off new accelerants/Tomblands).

@Gobs/Merfolks:
Merfolks is 50/50. If they land a vial and have that handy force, I'll be set very back in tempo. But if they have either vial/force but not both, it's 50/50. If they don't have vial/force and lead of with dudes, I win easily. Most of the time, they'll have either vial/force, which makes the play interesting. As I've mentioned if you're playing Stompy, it's my firm believe that Stompy cannot beat vial decks once Vial resolves. The whole strategy of stompy is to win under disruption buying the tempo from disruption. When Vial resolves, you're not just facing a dead disruption plan, but your opponents will out tempo you very fast, and if your whole deck is focused on the bomb-approach, you'll meet a lot of dead cards. Even my list that's not bomb-approach stompy, still has to fight the tempo. Usually, I'll have to draw into Champion to stall or equipments to truly beat the matchup.

Goblin is the worst because not only do they play Vial and Wasteland, Lackey is a big problem. I have many blockers to block Lackey, but so can goblins draw the incinerator/stingscourger to just screw me over. However, if I go first and lead with Chalice, the matchup becomes much more favorable. As long as Lackey and Vial are not in the picture, I'm good. Similarly if they don't lead with Lackey but with Vial, I have a 50/50 matchup as in the Merfolk matchup. It will be won with tempo development on their side with Ringleaders and on my side with equipments. It's the reason why I play 3 Jittes and 2 SoFI, because without it I don't think I can beat goblins if they drew a Vial. If Goblins lead off with Lackey, I need Jitte ASAP or I lose. I can still have enough time to clean up their board with Jitte but that's usually not easy.

Against other aggro decks, there's no other decks that abuses tempo like Goblins. Stompy cannot disrupt goblins if they resolved Lackey/Vial outside on blocking. But if you can stop them from Vial/Lackey (Chalice/Revoker), then the game becomes much easier since they're playing a much slower tempo development.

I haven't tested burn, but I'd assume it's much harder than Zoo, because Zoo's main problem was burn to the face. However, burn is much more fragile than Zoo, just as burn is likely to burn me out on turn 3, it's also likely that I draw into a Chalice/Golem/Thorn (assuming 1 lost game 1) on turns 1-2. If they burn off a golem, that's good since it's 2 mana spent for 3 less damage to my face (2 mana spent is important since they're constrained on 1 more mana on that turn, giving me yet another half to full turn). And since burn doesn't really draw cards, they'll waste a burn on a dude when it should be aimed on my face. And maybe they'll draw some lands :)

Interested in seeing your Tezz 2.0 deck. I have some ideas because I personally think that he's quite busted in the right deck. A rough list I'm testing involves Opals, Monoliths, counters, Tezz 2.0 and lots of and lots of fast mana. But I'll leave that for another topic.

Sometimes I do want to cut Blinkmoths. But that diminishes the power of Overseer. Overseer like I said looks janky, but since most people have not played the deck in real life, you don't think of Overseer being a removal magnet. Out of all the games I've been playing, people are either ignoring Overseer and losing to him or start fearing him and bolting him. As much as I hate my creatures getting killed, it makes me happy that Overseer is a threat (because I would be said if he wasn't a threat because I planned for him to be threatening in this deck). You have to think of Overseer as 2 mana for pumping your entire board (and future creatures) and it's not really a Glorious Anthem effect because it permanently grows your dudes while your opponents' dudes don't really grwo in Legacy.

@Kiblast: Yeah you get the idea on why I play Revoker. If he can't beat, he'll sit there demanding some attention and if he doesn't get attention, your opponent's gameplan is neutered. The interesting thing is "Would you still play Top if you can no longer Top? Would you still play Vial if you can no longer Vial in creatures?" If your answer is yes, then good for you, if it's no, then you spend a removal on him, which is a 1-1 trade at worst (but you probably have gained some good use of your opponent not playing to the gamestate as he would). It's also 1 less removal on your other beaters. And more revokers are coming in again soon! Bob demands IMMEDIATE attention, and sometimes I hoped Revoker was such a card too, but this is at best that I can use right now.

I'll find some time later to update the matchup section so people know how and why this deck has problems with certain decks/strategies.

SpikeyMikey
02-08-2011, 12:14 PM
The problem with artifact builds in 1.5 is that you get a poor RoI. For 6 cards and 4 life, you can get a 3 Sphere and a Lodestone by turn 2 and get a turn 7 kill. Or you could play Storm where 6 cards gives you a turn 1-2 kill and you're better at fighting through hate. With the acceleration available in 1.5 you have to disadvantage yourself in order to leverage disadvantage for your opponent and that's not a winning proposition.

bruizar
02-08-2011, 03:04 PM
The problem with artifact builds in 1.5 is that you get a poor RoI. For 6 cards and 4 life, you can get a 3 Sphere and a Lodestone by turn 2 and get a turn 7 kill. Or you could play Storm where 6 cards gives you a turn 1-2 kill and you're better at fighting through hate. With the acceleration available in 1.5 you have to disadvantage yourself in order to leverage disadvantage for your opponent and that's not a winning proposition.

You will find out very soon that you are extremely wrong about artifacts. Storm is rather fucked when 2 spheres resolve on turn 1 and turn 2. Matter of fact, it's time to scoop them up by then.

Magic is not about winning now, it is about getting the fundamental turn now. Winning is simply a result of the fundamental turn. If that means you win this turn, it's no better than winning a turn later.

Storm decks are glass-cannon decks that have very minimal disruption of their own. Once you survive the early game, you can capitalize on their lack of real disruption.

Zach Tartell
02-08-2011, 05:18 PM
You will find out very soon that you are extremely wrong about artifacts. Storm is rather fucked when 2 spheres resolve on turn 1 and turn 2. Matter of fact, it's time to scoop them up by then.


As the guy who played Dragon Stompy against Bryant for ages, let me walk you through that situation as a Storm Player.

1. Make a couple land drops
2. Burning wish for Shattering Spree
3. Play it for 1RR, blow up two 3spheres.

GGoober
02-08-2011, 05:30 PM
Bruizar, you are right about the game being viewed in terms of fundamental turns. It's the reason why Enchantress loses to combo since its fundamental turn is much later, however, Enchantress still beats burn/aggro despite burn/aggro's faster fundamental turn, because there's the aspect of delaying an opponent's fundamental turn.

Against storm, I usually assume my opponent is going to draw his best in average number of games. I assume he goes off turn 2 without disruption. If you cannot slow that fundamental turn down or win before it, it's plain simple they win. I've played with Trinisphere, but all I can say that to beat combo with Trinisphere, you need a few conditions:

1) going first, if they go first, Thoughtseizing a 3sphere means you lose next turn (if you're not playing foW, there's nothign you can do about this situation).
2) If you do go second or ideally go first, you want to land it on your first turn, if not you lose unless you have Chalice or some other playable card.
3) You need to win under Trinisphere before they can answer it and go off.

1) and 2) cannot really be solved. For most games, I assume my opponent always has a turn 2 win. Evaluating Trinisphere based on that, 1) and 2) will require me to draw 3 specific cards to land 3Sphere on turn 1 (Ancient Tomb/City + Mox). This is the reason why I don't like Trinisphere. I've been playing Thorns, which come out on turn 1 almost all the time (either with Tomblands or with Mox + regular land). Leading off with Revoker/Chalice/Thorn on turn 1 will slow them down by 1 turn. They will be digging for answers, but they have to spend resources so all's fair. The situation where burning Wish -> Spree hit your lockpieces is a common one, but IMO it's due to one flaw. Decks like Dragon Stompy can establish lock but cannot maintain them. Once storm hits 3 lands, they are free unless you've put their life low enough (sometimes DS doesn't draw into the creatures).

In the list I'm playing. I'll set up a Thorn, hopefully more thorns/chalice/revoker, and utilizing Wastelands to keep the game as much as I can until Lodestones come in. I would say confidently that drawing multiple 3spheres and blood Moons and a few beaters is not going to beat combo as well as drawing multiple Thorns/Golems/Revokers/Wastelands. At least, I've seen Storm lose to just Wasteland if not nothing else. Ideally I would be playing 4 Thorns, 3 3Spheres in the SB and beat combo/control, but I think at this point, the meta is more aggro-based so I'm passing on the 3Spheres.

Plm
02-08-2011, 05:59 PM
Thanks for the article, nice read.

About changing trini for lodestone, yeah that is definitly the thing to do.

About inkmoth and separating your offence : while I understand your reluctance to attack on two front, you have to keep in mind that inkmoth kill very fast when the ground is clogged, twice faster than blinkmoth ( obviously) but against control the important thing is that they can't heal.

The affinity bastard child is strange but - people freak out when they see ravager and kill it instead of overseer
- plating is much easier to equip to manland than sword and kill faster
- ravager protect your manland from sword to plowshare ( it happened to me this night , and I won this one with my nexus when I finally top decked crucible )

In echange you are somewhat less consistent :(

I tried Master of Etherium with 8 blue sources and was wastelanded too much for my taste , this is why I cut blue.

I 'll sleeve this build ( not much to alter anyway ), and come back to discuss on the thread.

jrsthethird
02-08-2011, 08:47 PM
Nice article! Looking forward to the reserved section

As am I; I tried a deck like this prior to MBS and threw it away.

bruizar
02-09-2011, 03:28 AM
As the guy who played Dragon Stompy against Bryant for ages, let me walk you through that situation as a Storm Player.

1. Make a couple land drops
2. Burning wish for Shattering Spree
3. Play it for 1RR, blow up two 3spheres.

This is why I don't like to clog up my artifact deck with 2-drops. I can blindly chalice for 2 every game. Chalice for 2 beats qasali pridemage, hurkyll's recall (hardly ever played in legacy, but it can be a blow out) and burning wish. It also kills counterbalance, tarmogoyf, daze, dark confidant, a bunch of goblins and merfolk if you can deal with their vials, stoneforge mystic, and a whole lot of other relevant legacy cards. The only other card you should look out for is Pernicious Deed.

GGoober
02-09-2011, 06:09 PM
Updated the matchup analysis section.

I want to draw comparisons with traditional stompy since this is not a primer article but more of an article on how a different approach of stompy works out good/bad in various matchup. I'm too lazy to do that comparison but I advise the readers to make the comparison themselves e.g. How traditional stompy can blow out decks like Zoo/combo with turn 1 Trinispheres etc, and how it can lose to them e.g. trinisphere hurts combo for 2 turns before they remove it and win because traditional stompy cannot add on to the lock of trinisphere except by trying to win before it.

All in all, keep in mind for yourself how the bomb-approach Stompy would win/lose games in the various matchup and how the incremental-advantage approach would win/lose games. You draw that conclusions yourself. I have drawn my conclusions that I enjoy being able to keep the pressure up while disrupting instead of trying to run specific cards to disrupt. If there was more consistency/card draw in Stompy, I wouldn't mind it, but all in all, I'm not tending towards that approach in recent testings.


@Pllm:
I used to find Lodestones slow, but he comes online on turn 2 quite frequently with Sol lands and Moxs. Mox Opal is just the beast. I would highly recommend playing Lodestones. If he does get removed, it's a 1-1 trade. You've invested 4 mana, and they invested 2 mana. 4 mana translates to about 1.5 mana on their end with this deck's manabase so you're a little behind, but if they don't answer it, they're going to have problems.

I will look into testing Inkmoth again. Blinkmoth is the worst card in the deck. It never pumps each other since it costs :1:. Flying matters. I think I'm leaning towards 3-4 Inkmoth again over Blinkmoths since the clock with Blinkmoth is almost negligible and getting fresh infect counters may jsut be as fast as that 1/1 flying through. What I do notice from previous testing that Inkmoth with Master/Overseer is quite powerful. Overseer means that you are going to kill your opponents in 3 turns with just the land itself (1 poison, 2 poison, 3 poison, 4). In the meantime, they will have to choose to answer either Overseer or Inkmoth, on top of all your other threats: Master/Revoker/Golems etc. I think Inkmoth will add more pressure than Blinkmoth so I will test it again. I only tested Inkmoth in 4 games, so that's quite biased for me to start excluding him again.

I've never have issues not casting master. I have 4 Seat, 1 Island, 5 Mox. I think there's 2 out of over 30-40 games where I cannot cast him when I want to (what I mean is I can still play other spells and not be sitting with no spells in my hand). Let me know how your testing goes.


@Bruizar: You are right this deck is very 2cmc centric. However, that does not stop me from playing Chalice@2. If my hand is more affected thanChalice@2 than my opponent, Chalice@1 is still great or keeping that 2nd Chalice in hand and replaying it once the first is removed (it will get removed lol) is still good. There are still many times where I will land Chalice @2 if my potential hand can buy enough tempo from Chalice@1 and Chalice@2 to win games. At least that's how I play this deck.

I used to be so terrified of Deeds, but with Revoker/Golems/Wastelad/Thorns in the sideboard, I think it's alright. If they do get to hit that mana, then I have to accept my fate for playing artifacts, except that against any Deeds.dec, I'll make sure not to overextend (i.e. I'll still play out Thorns/Revokers/Golems but I'll keep some Overseers/Champion in my hand). 7 manlands helps the plan against Deeds to a large extent.

bruizar
02-10-2011, 06:21 AM
This may be a bad idea, but have you thought of running inkmoths alongside blinkmoths so that you can get in for more infect? Mishra's Factories block for 3 and occasionally 4, but the idea of being able to mass-pump the inkmoths is kind of nice. I don't think this is actually good (especially without cranial plating to take advantage of all the flyers you have), but it's worth looking into I think.

GGoober
02-10-2011, 11:36 AM
That is interesting, and if such an approach is needed, Plm's list is most ideal to power out Inkmoth/manlands in general.

His list I believe doesn't play 4 Master (this way he plays an entirely colorless deck replacing Seat of Synods for a total of 12 manlands), -3Jitte/2SoFI and +4 Ravager, +4 Cranial Plating.

Actually the land that I'm more inclined to test currently after a friend's suggestion is Rishadan Port. I'm not too sold yet, because that would mean Overseer's power is diminished, and we all know that he only currently works because of the good synergy in the deck, if that's lost, he's probably going to be cut. But in theory, Rishadan Port would give quite another huge element of disruption (with the help from Moxes), and would work very nicely with Winter Orb + Moxes postboard.

There is one card as a 3-copy that I think would replace 2 SoFI and another card: Tangle Wire.

I haven't got to testing this card (will do so tonight), but it has a few inherent synergies:
1) You can develop under Tangle Wire with stompy's manabase (we all know this)
2) You can develop even withouut playing spells (manlands) while your opponent can't develop.
3) You can develop unfairly if you have an Overseer under Tangle Wire.

The main reason I'm interested in TAngle Wire despite its frequent failures in Stompy is simply because with the incremental approach, you have a much higher threat/creature count (20 creatures, 7 manlands). In the past, I played Tangle Wire to limited success in Green Stompy (16 creatures). I have to follow up with creatures or Tangle Wire simply just retards the game. Tangle Wire actually hurts you more if you can't develop under it, since once your opponent has mana, he'll be dropping superior creatures. You need to develop under Tangle Wire for it to be useful, that was the reason why Green Stompy in the past with Spawnwrithe followed by Tangle Wire was gamebreaking but not the other way round leading with Wire with no pressure.

Perhaps it's better to cut Masters, and go for Plating + Tangle Wires + Overseers + Tangle Wires. It would be a list quite focused on winning with manlands, but I'm not sure how that would work out since I have not tested that approach. Being Master-free does mean that you can play 12 manlands or with 4 Ports without worrying about the manabase.

bruizar
02-10-2011, 01:01 PM
Add Ports and Vedalken Certarchs. I have tested certarchs in affinity and they are bonkers. Turn 1 icymanipulator for free. ps: In my non affinity artifact deck, I play rishadan ports. They are great.