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View Full Version : [Deck Discussion] I'm a stupid green stompystax



morgan_coke
09-27-2007, 12:26 AM
Ok, messing around with the Classic format on modo, which is sort of like legacy, except not at all, I came up with this which is admittedly, very dumb, but also kinda like, good too.

Stupid Green StompyStax

Elfcceleration
4x Fyndhorn Elves
4x Llanowar Elves

Mana Denial
4x Trinisphere
4x Ice Storm (or Winter's Grasp, or Thermokarst)
4x Winter Orb
4x Wasteland
3x Icy Manipulator

Beats
4x Troll Ascetic
4x Mishra's Factory
3x Garruk Wildspeaker

Draw
3x Harmonize

Equipment
2x Umezawa's Jitte
2x Sword of Fire and Ice
(one of these two maybe should be replaced with Light and Shadow)

Lands
13x Forest
2x Pendelhaven

Sideboard
4x Chalice of the Void
4x Tormod's Crypt
4x Krosan Grip
3x Ground Seal (or possibly Pithing Needle)

I know some of you are thinking "Manlands + Winter Orb? Like so not cool". Which you would think is true, but it turns out isn't. Garruk untaps lands, elves provide mana for factorys to animate and turn sideways. and in a last ditch effort instead of tapping your opponents' lands with icy, you can just tap your own orb with it instead.

In the sideboard, Seal turns off Life from the Loam and Dread Return. Yay. Chalice + 3Sphere turns off combo and Threshold. Also yay.

Icy Manipulator looks like total WTF, but it does a couple of important things, like stop tarmogoyf. or other random large beater that got down somehow and that you can't deal with. Also locks people under orb/sphere by shutting off their mana. and lets you untap all your lands every so often. Another yay card.

Garruk is awesome here, he makes token to chump and carry swords, untaps lands under orb, and if the board stalls up, casts overrun making your elfs very mean. He also sucks up burn and doesn't cost any more mana once he hits.

Ancient Tomb and Rishadan Port would be cool, but you already have eight lands that don't tap for green mana, this makes them less cool. The deck does a pretty solid job of preventing anyone from playing spells off of lands, which is a benefit to it since it plans on winning with manlands and garruk anyways.

Machinus
09-27-2007, 12:39 AM
For reference:



4 x Thermokarst
4 x Winter's Grasp
3 x Creeping Mold
4 x Wall of Roots
3 x Wall of Blossoms
4 x Llanowar Elves
4 x Fyndhorn Elves
4 x Erhnam Djinn
2 x Triskelion
3 x Serrated Arrows
3 x Cursed Scroll
4 x Mishra's Factory
4 x Wasteland
14 x Forest

SB:
2 Tranquil Domain
1 Tranquil Grove
3 Serrated Biskelion
2 Cursed Scroll
2 Serrated Arrows
1 Creeping Mold
4 Uktabi Orangutan

Happy Gilmore
09-27-2007, 11:01 AM
Needs more Call of the Herd, and more cow bell.

Interesting, the planeshifters ability is acually quite relevant in this deck, you can cast both him and trinisphere in the same turn using a 2 mana land. And only burn and beats can effectively destroy him. I would run 4 even if they are legendary and then use Chrome mox.

4 Call of the Herd
4 Garruk
4 Troll Ascetic
4 Elvish Spirit Guide
4 Loaming Shaman (creature 17-20, loaming shaman could be replaced with just about anything)

3 Umezawa's Jitte
3 Sword of Fire/Ice
4 Trinisphere
4 Chalice of the Void
4 Chrome Mox

4 City of Traitors
4 Ancient Tomb
4 Mosswart Bridge
10 Forest

Aggro_zombies
09-27-2007, 03:43 PM
This deck seems like the perfect place to use Tangle Wire. It also seems like it would be more generally useful than LD - some decks just don't care about that, like TES and Belcher, Thresh (to a certain extent, as that deck only really needs two lands in play to work), Goblins (Vial/Lackey), etc.

Cait_Sith
09-27-2007, 04:00 PM
Interesting, the planeshifters ability is acually quite relevant in this deck, you can cast both him and trinisphere in the same turn using a 2 mana land.

As a note: Neither City of Traitors nor Ancient Tomb is a forest. Garruk can only untap Forests.

However, his ability to ignore Winter Orb while powering up for an Overrun of just a massive pile of tokens is useful.

Nihil Credo
09-27-2007, 04:03 PM
http://forums.mtgsalvation.com/attachment.php?attachmentid=56344&d=1188810950


+1: Untap two target lands.

Happy Gilmore
09-27-2007, 06:38 PM
http://forums.mtgsalvation.com/attachment.php?attachmentid=56344&d=1188810950


Garruk is so good in this deck because it solves two problems. It is both a threat and a way of accelerating mana. Also, what do you guys think of Isao, Enlightened Bushi as the last creature slot?

Hanni
09-27-2007, 06:59 PM
I think Argothian Wurm would be a strong choice in here. Because of your attacks on your opponent's manabase/permanents, they will almost never sac a land to him. That means that you're getting a 6/6 trampler for 4 mana. That sounds pretty damn good to me. If they do decide to sac a land, that just perpetuates your gameplan.

Aggro_zombies
09-27-2007, 07:03 PM
I think Argothian Wurm would be a strong choice in here. Because of your attacks on your opponent's manabase/permanents, they will almost never sac a land to him. That means that you're getting a 6/6 trampler for 4 mana. That sounds pretty damn good to me. If they do decide to sac a land, that just perpetuates your gameplan.
It also becomes an enormous tempo sink, though. They may opt to start sacrificing tapped lands to keep you drawing the Wurm while they look for a way out (read: Force). Alternately, any deck that can resolve Crucible or Life from the Loam against you makes Wurm a hideous card. And besides, two extra mana for trample is not worth it when you can just play Goyf.

EDIT: Now that I think about it, Garruk, while cool, seems extremely fragile in a deck not able to throw a lot of guys in front of him for defense. It will quickly become obvious to even the most braindead opponents that allowing your planeswalker to survive is stupid, and they will most likely begin pointing their Goyfs or whatever at him (Goyf will be a one-hit K.O. for at least two turns, two). This may buy you some time, but it also makes your mana disruption symmetrical again, which isn't a desirable outcome given what this deck attempts to win with. Waiting to draw another one in a deck with low amounts of draw power doesn't seem smart, either. I'm sensing that a splash may be in order, either for blue (Back to Basics, anyone?) or perhaps red (removal, anyone?).

EDIT 2: White gives you Ghostly Prison, Suppression Field (meh), Windborn Muse, Magus of the Tabernacle, and Teeg. I'm sure there are more good cards to be had as well.

Happy Gilmore
09-27-2007, 10:51 PM
EDIT: Now that I think about it, Garruk, while cool, seems extremely fragile in a deck not able to throw a lot of guys in front of him for defense. It will quickly become obvious to even the most braindead opponents that allowing your planeswalker to survive is stupid, and they will most likely begin pointing their Goyfs or whatever at him (Goyf will be a one-hit K.O. for at least two turns, two). This may buy you some time, but it also makes your mana disruption symmetrical again, which isn't a desirable outcome given what this deck attempts to win with. Waiting to draw another one in a deck with low amounts of draw power doesn't seem smart, either. I'm sensing that a splash may be in order, either for blue (Back to Basics, anyone?) or perhaps red (removal, anyone?).



How does he seem fragile? Wrath/Swords does not kill him and he makes his own blockers. Tarmogoyf kills alot of things in combat, whats your point? If your opponent has a large Tarmogoyf online it is going to be an uphill battle no matter what creatures you throw at it. If you imediately make a 3/3 when he comes into play that creature can chump a goyf and the then the following turn you can resolve an Isao or Troll Ascetic, and if you use the first ability of tapping two lands you also have the ability to regenerate both. Thats a solid defense against mr. T.