Gui
08-31-2011, 10:20 AM
This was being commented at Berserk Stompy thread (http://www.mtgthesource.com/forums/showthread.php?15020-Deck-Berserk-Stompy), due to the spoiler of Invisible Stalker (http://mtgsalvation.com/innistrad-spoiler.html) - :1::u: creature, 1/1, hexproof, unblockable - and how it makes blue an even stronger splash for a Berserk Stompy, a originally green deck.
Since the deck will look different from original Zerk, I'm posting it at N&D, hoping to get the idea started. I didn't test, which is lame, and don't know how good it might be, but if further development is going to be put in this idea, I think it deserves a new thread.
The main idea is to use green pumps and evasive hexproof creatures to win the game fast, with the protection of counterspells.
This would be a scratch list to start with:
// Lands [17]
4 Tropical Island
4 Windswept Heath
4 Misty Rainforest
3 Breeding Pool
1 Forest
1 Island
// Creatures [14]
4 Slippery Bogle
2 Gladeclover Scout
4 Invisible Stalker
4 Silhana Ledgewalker
// Protection [11]
4 Force of Will
4 Mental Misstep
3 Daze
// Pumps [18]
4 Berserk
4 Rancor
4 Invigorate
4 Unstable Mutation
2 Umezawa's Jitte
To afford using Daze, I added a lot of dual lands. Maybe it's not the right way to splash, but at least this way it won't miss Forest for Invigorate or Island for Daze.
The creature count is small because they all have hexproof, making the possibilities to kill them very narrow - only cards like Diabolic Edict.
I managed to add 18 pumps, and feel like there should be more, or maybe draw spells should be abused to dig them. It's too open right now, so I just used somewhat a base from Zerk ported into blue with a different array of creatures, since this list gives up the aggro plan.
A good question is whether acceleration is worthy, since there are a lot of slots taken already, and how to add/balance it properly.
Since the deck will look different from original Zerk, I'm posting it at N&D, hoping to get the idea started. I didn't test, which is lame, and don't know how good it might be, but if further development is going to be put in this idea, I think it deserves a new thread.
The main idea is to use green pumps and evasive hexproof creatures to win the game fast, with the protection of counterspells.
This would be a scratch list to start with:
// Lands [17]
4 Tropical Island
4 Windswept Heath
4 Misty Rainforest
3 Breeding Pool
1 Forest
1 Island
// Creatures [14]
4 Slippery Bogle
2 Gladeclover Scout
4 Invisible Stalker
4 Silhana Ledgewalker
// Protection [11]
4 Force of Will
4 Mental Misstep
3 Daze
// Pumps [18]
4 Berserk
4 Rancor
4 Invigorate
4 Unstable Mutation
2 Umezawa's Jitte
To afford using Daze, I added a lot of dual lands. Maybe it's not the right way to splash, but at least this way it won't miss Forest for Invigorate or Island for Daze.
The creature count is small because they all have hexproof, making the possibilities to kill them very narrow - only cards like Diabolic Edict.
I managed to add 18 pumps, and feel like there should be more, or maybe draw spells should be abused to dig them. It's too open right now, so I just used somewhat a base from Zerk ported into blue with a different array of creatures, since this list gives up the aggro plan.
A good question is whether acceleration is worthy, since there are a lot of slots taken already, and how to add/balance it properly.